ok... so i've been playing around with vertex painting. Finally got it to work between two textures, but how do I vertex paint with translucency? Is it a special node or a material property?
yep we got vertex lighting figuring out how to do all the material and vertex exporting now . it complicates things, but will be worth it. heres the done thing and a boat from the begining of the film.
I discovered there's another problem... when I try to move a vertex it just moves over the edges its connected to until it hits another vertex, I can't move it freely anymore
I once read a story about a japanese man that created a few 3d scenes vertex by vertex, basically just writing an obj from scratch. I can't find it though.
The only hard limits for UDK are StaticMesh: 65535 ( 16 bit index) vertexes SkelMesh : 4,294,967,295 ( 32 bit index) vertexes 45k tris seems to be normal for "next-gen" characters.
Hey! Took a look at the file and the first thing I would note, is that the UVs are not good enough. This loop for example occupies only a few pixels - a bad bake is inevitable: Second note would be that the model is currently not very optimized. Lots of geometry that doesn't contribute to shape and shading. Some general…
You know what would give it life? Vertex paint the wallpaper and add a windeffect to it. Small one, but this will bring it more to life! Also the coloring are very similar everywhere. Maybe mold texture to vertex paint? =
Hi there, Since www.highend3d.com doesn't work that well for some reason. Could anybody help me out by providing me with the following Maya scripts? - Zen Tools - Simple Pipe - Snap To Closes Vertex - ZhCG Tools - Vertex Align - WP Rename Thanks in advance!
The error message tells you all you need to know - there's a uv vertex in tile 0, -3 and painter doesn't like that. find the vertex, move it to a valid tile and painter will stop complaining
Only use one color, I suggest Red, then take the Red Channel from the Vertex Node and voila, unless Epic has changed the way Vertex colors are handled, this method should work.