that's quite neat - I mucked around with something similar that made use of texture arrays a little while back but abandoned it because there simply wasn't time to go back and add vertex color/textures to the meshes involved. Should work brilliantly if you plan your work out ahead of time though
In Silo I find myself using "local move" a lot, and I'm really missing it in Maya. I believe the Max push modifier does the same thing. The closest I can get is a vertex selection with a move along normals, but this isn't quite the same and doesn't work on face or edge selections. Anyone know of any scripts that can do…
Hi, I'm just wonder how I should rig my model and which joints I should assign to where so I can minimize stretching and make it more natural If someone could show low-poly examples I'd be really happy :poly114: Here's the vertex coloring of the bones to the mesh I'm using Milkshape 3d to animate this
Hey, i'm doing this shield and i was really wondering if this is considered bad topology. The face in question is 4 sided with the vertex shown. So i was wondering if it's 4 sided, does it matter it doesn't connect to the center of my shield? I might not have been very clear about what i'm asking but i'm sure you guys get…
Got massive problems with my lowpoly mesh with the tangents for normal mapping. On the symmetry cut, with separat uv's for every half, the normalmap flip the direction. With color to vertex this problem are solved but the result are not the same. So the only solution that i found: cut one half, freeze, symmetry and…
Hi folks, I've been a-googling, but I have had little luck. Is there a way to set the particle sprite's origin to be not the centre? If there is no way to do this in cascade itself I could try something in the vertex shader but i'm not overly optimistic. I ca work around it but I thought maybe one of you folks would know…
Just discovered you can paint textures in Unreal engine 4 !!! This is really cool. Just one problem, if you have a texture plugged in as a mask in a material. How do you display the mask as black and white in the viewport? This works for vertex painting but not for textures. Really cool you can paint the separate channels…
I've seen a few people say it's now possible to mask the blending of terrain textures with the new landscape system like you would with vertex paint but I haven't figured out a way and the threads where people say how to do it weren't very clear. Could anyone who's figured it out post a picture of the material setup?…
This project was created from a concept from the game Warhammer Online by Bioware-Mythic. My aim was to create a diorama to embody the art styles of Warhammer Fantasy miniatures and the Warhammer Online game. I achieve the style though my high poly in zbrush and hand painting the textures. In order unify the assets in the…
Hi guys, this is the first prop I finished. Geometry on Low poly is messed up. Some residual vertexes stuck around doing nothing but giving me a headacke, so I dont thing I am going to chanage much there. But if you have any suggestions, I can worki them into textures. So what do you think?