Hi there, I am trying to define the local coordinates of my mesh's vertices. Here is what I have for the moment if I output the x local vertex coordinates of my mesh in a shader. The pivot is located in the center of the sphere and as you can see, the x local coordinate goes from 0 (center of the sphere, pivot position) to…
Hey, I have a question guys, I have seen some people create a High poly asset and then retopologize, baked it for the low poly. So I am wondering I am just starting to model my game assets, so Which is more better for Optimization in performance? Bake it?, or just have more vertex?
Hi guys, I've just finished skinning my character and am just about to create morph targets. I have been advised to bake all the envelopes down to the vertex level? Anyone able to help with how I go about doing this? Thanks :)
Im currently optimizing several characters for a mobile game, to improve performance there its good to have the verts of the skin with as few bone influences as possible. So what i basically want to do in 3ds max is to set the max vertex influence count to 2 of all the verts in the skin. That it then somehow get…
We are trying to make it all in Speed Tree. I actually pretty much hate it. So inconvenient . Vertex normals are never right there. As of Blender I used data transfer modifier. You make a shape approximation of a tree ( I used Zbrush re-mesher ) but my guess it should be possible to do in Blender too. Not sure why…
Hello guys, I am trying to find a script which can give a perfect normal for cylinder in maya, any suggestions on what are you guys using now? I have tried some smart scripts, but all can not give a good result as the pic below: The vertex normal on the around side is not able to perpendicular the face perfect, but on the…
Hey so I have a lot of terrain that is cut up into pieces for light mapping, I need the normals between pieces to be shared to bake out correctly. ie I need to have the border edge normals have the same value between the overlapping verts. The best way I've found so far is to use the vertex normal edit tool and just shift…
Hey guys! I finally finished some of the tools I had been working on for the last year. Took me longer than expected! I don't have much time these days so I've followed the example of some of my fellow scripters and decided to put them in a pack and sell them. Hopefully this will motivate me to find some time after work…
Hey Everyone! I'm wokring on a particle effect and I'm trying to use Vertex animations in UE4.9. I've got my material set up and it is working fine, but when it's implemented in Cascade and the particle plays, it doesn't always start on frame 1. Essentially, the effect is a bunch of bombs fly out from a center point and…
Portfolio linkedin Creating a shader for two material vertex shader with a covering layer such as snow or moss. I plan to optimize it for artist use and sell it on the marketplace. Screenshots that follow show the ability to blend layer to layer as well as the parameters for the covering layer. Each layer uses 4 texture…