darthwilson: That's coming along very nicely. Great idea with the hair morphs, too :D Because why the hell not? Still amazes me that Unity doesn't have a vertex paint tool built in... Just the first day of development, so it still needs some work before it's fully cooked. At the moment it's got the basic stuff you'd…
Well did some tests, and didn't had to change anything in my code: it bakes AO and Vertex Colors without an hitch with the same xml file. I'm using the last xNormal version, maybe it's been fixed. Also for each Object to bake I use a new bake process, so I can get the exit code for each object and know when i get an error…
^ Wow very cool Alec. I'm newish to creating shaders(minus some unreal) so excuse my simple question, but what did you make this in? Any keywords I can research would be awesome! Thanks :) Script can be found here MAXScript Adventures: Invert Vertex Colors Function: Inverts the values of the user selected channel Color,…
Working on a primitive version of wall destruction as seen in Rainbow Six: Siege Got some holes going on there. In R6 they cut arbitrary polygons out of the walls to make the holes, this is a more quantized approach using vertices and vertex colors to decide where holes get cut out. Brick walls don't usually have a…
Hello All, One more very small Maya script. I couldn't come up with better name for this tool so, i currently named it as Vert-Edge Connector. I used normal connect tool, but it's connecting with the center of the edge selected. So, i come up with this to connect straight. use Enter into Multi mode so you can select both…
I've been playing around some more with WorldPositionOffset in UDK. I'm using a technique similar to the one used this in order to store multiple sub-pivot points as vertex color data to be able to rotate multiple sub-elements in a staticmesh. But I'm writing my own tools in 3dsmax to assign these pivot points. In this…
implementing a modifier plugin version of the sort verts script i posted on another thread added a distance sorting feature (useful for background horizon objects). Mulling over adding "show order" feature either show vert numbers or a mark on first and last vert. Also thinking about a manual update facility though I've…
wrote a script to snap UV vertices to pixel corners for a current game project: another script is in a wip state but I think I am cracking something big here: It translates UV shells from a source shell to others similar to a stack tool. What is special however about this is that it reads the Geometry topology and not the…
I'm playing around with Molehill at the moment, and one thing that's insane is how much slower the computation is on this FP11 beta. Magnitudes slower than FP10. The most appealing thing about Molehill for me is freeing up all the CPU juice in order to use it what it's intended for - physics/object count/AI etc, instead of…
Cheers fellas. I'm definitely going to be releasing it, once I've sorted out a couple things with regards to handling the instanced mesh data. ZeroCartin: Not currently using this for anything specific. It was just that vertex painting seemed a tool glaringly missing from Unity, so I decided to make one. Then while I was…