Forgive me for possibly not making sense. Is there any documentation on doing that? For example, I have a rock, and I want to vertex paint moss on it - that's kind of what I want to know if CE3 is possible.
Kind of I'd say, especially since many of these textures have lighting/shadow information in them and you'd have to extract that manually in photoshop and even then it'd look half as good as megascans for example.
Actually, Separate FK Tracks is what you are looking for. For example, if you check Arms the clavicle, upper arm, and forearm each store their own keys. What are you trying to do with that option?
Also in your example ( creating a polygon that isn't on or result in an open border ) perhaps just using the "fill hole" operation and splitting any edges to complete wour polygon would be easier for you?
Depending on what your system units are, 2 decimal places for precision might be too little (for example if your system units were set to meters, it would behave just as you describe).
Any paint program is probably going to be equally good. I don't see what advantages sketchbook pro would have over photoshop for example other than maybe symmetrical painting.
It's not a big deal having stuff from other artists on your scene if you're honest about it and give proper credit. This is a very elegant way of doing it, for example: http://www.ivassago.com/lagunav4.htm
Just a quick question. Wouldn't the adjustable knob for the stock extension be vertical? Horizontally it looks pleasing to the eye, but doesn't seem to make sense. This example shows the horizontal dial adjusting the top panel.
Thanks nut :) ! @paulchen83 I'm probably not the best on the polypaint front, many do a better job at explaining it than I, like mask salesman for example. Hope that helps :) Making a new character
Thanks guys! :) Yeah there's definitely going to be some issues if you're using this technique in a deferred renderer. Marmoset seems to handle it fine but it's probably not going to work very well in UE4 for example (for now).