True , true... some polygons dont affect the silouhette , ill remove them by collapsing some vets... but i have a question ? they should be all triangles ...is it okay if there are some tris and some polys ? And how many edges are supposed to end in one vertex ? 4 ? 5 maybe ?
Ask your coder how he could get the data. I think .x doesn't support vertex colors but your coder will probably know better. In a worst case scenario you'll hae to paint a "texture-texture", a map that tells the engine what goes where.
You're so right for the puddles and sidewalk ! That's why I'm starting to learn Substance Designer and after that, I'll do some masks and vertex painting here and there ^^ Still so much to learn !! @Brain_Slave : Do you have some tutorials to recommend ? :) Thanks again for the feedbacks guys!
If you are going to keep those edges hard, you should cut the UVs along the hard edges and give them some space. https://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts
You can do this already. just apply a material with vertex colors on your highpoly model. You can even bake from an Albedo Texture, thus doing texture transfers! which is super mega awesome Thanks @EarthQuake and the guys at Marmoset! you guys are the awesome!
Hi, sorry about it, it only supports editable poly at the moment, not the edit poly mod (basically because I had problems with getting edit poly mod vertex positions reliably, everything else worked but I was too lazy to tackle this little piece of offset transformations...).
I think in an actual production environment, it's easier to start with a low poly (at least a proxy) to ensure joint locations and such are properly placed (Most characters in games share rigs), along with all kinds of other technical type constraints. Seams, shared vertex order, etc. etc..
For foliage stuff I use Object Paint features and Branches tool that can be found under Freeform tab. It makes life much easier to just paint all the needles into the branches :) In Vertex 3 there´s pretty similar workflow that I use. It´s the one that is on the cover.
I found this image while going through the first of the VERTEX Books and while having a bit of free time I decided to do some modeling for fun! My progress so far: Feels like I may have to widen him out a bit more.
Also if you have and problems with baking the two threads stuck to the top of technical talk: xNormal - MASTER THREAD and You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts have pretty much everything you'll ever need