That could be an interesting direction, actually, perform very rough lighting and other sampling and push for a clean multiple of 60fps, before blending the results to get real motion blur. But I doubt that's what he meant :p
thanks guys, yes I have plans of using vertex colors for texture blending and shadows. But I still not sure if I gonna put that scene at Unity or Unreal mobile. This is another screenshot from max, Iv
Does Maya do alpha blend sorting based on vertex order, like 3ds Max does with its DirectX shader? Then you could simply re-order the vertices (by detaching/attaching) to solve the majority of the problems.
If you want to avoid any problems like that you'll have to make it one mesh and one uv shell. Then it will process it at the same time and there's no bleeding happening. Problem gets less apparent if you bake with higher quality.
Does the texture have any bleeding room? If the diffuse is matched exactly to the uv's there's a chance that it's catching the edge between the black and white area's. Try expanding the borders of the white area some and see if that helps. And welcome to the board!
If the bone weights are the same, and the vertices are on top of each other the seam shouldn't appear. Not sure why this isn't working. Maybe make the verts on the seem rigid to one bone and see if that works. Then do some blending afterwards.
Delicious ! I wonder if you could use some kind of blended material in UE in order to leverage both regular UVs (for the normals, and wear and tear) and more of a tiled/projected set of UVs for high resolution decals ...
Another thing to think about is if you really want to shoot for the 4s as your target spec, or if it might be better to ensure people not on the bleeding edge are still able to run the game/app at anything faster than slideshow.
Nice work. I think the floor is a bit distracting, and the reflectivity could be taken down a notch to better blend in with the rest of the environment. Maybe use a darker diffuse for the plates? But overall I think it's a really nice scene.
just slice your mesh with another edge where to tile. Pretty common place when dealing with vertex lighting, alpha blending. Sometimes it's good to start with a gridded plane mesh, and shape it to whatever you're making.