then what you have is effective packing for one lightmap... you can make atlas when you need lightmaps of different density. that way if all props have their separate lightmap you can combine them to atlas to speed up rendering due eliminating texture switching in memory... this can be done depending on your technical…
[ame=" https://www.youtube.com/watch?v=otedqKHET1w"]Rock and Snow Up Vector Blending Demo Part 1 (UDK) - YouTube[/ame] http://www.laurenscorijn.com/vertex-blending-snow.html I am enjoying the overall sci fi aspect to a snow level but do check out the above for inspiration on where the project could go to. I would also say…
Cgfx shaders probably don't display maya's animation on the vertex data. The cgfx plugin probably link the shader with the original mesh data. You can easily do the animation inside the cgfx. You just need to create a float parameter and look for the "time1" node (Show DAG objects, with a right clic in the outliner). You…
im not sure whats up with my images, but, im not at home so ill have to reupload when i get home. anyways, i was wondering if i can use decals to create cracks in the road and buildings? i would like to set up some vertex paint shaders in UDK, but, to save on some polys in some areas i would like to just use decals if it…
I'm a Djinni and this was the first of your three wishes to come true :poly128: (in all seriousness: this is what helps with the huge vegetation landscapes in Crysis 1 as you can basically abuse the terrain as vertex colors for the vegetation and avoid repetition. carefully used you could make huge distance forests make…
B-but muh 90 degrees corners...Don't you get some artifacts at those sharp places? I thought EQ had proven in the thread you made that that method did not work with complex shapes, since it'd skew them? I still use xNormal with averaged cages to bake my stuff, but I'm super eager to start changing my ways. XNormal not…
Nice method Earthquake, looks like a cleaner way to start things then what I did. I did my circle cuts by placing an 8 sided circle spline behind the plane that I wanted a hole in, turned on snap to vertex and started cutting into the plane following the shape of the circle. Required cleaning up afterwards though. Real…
So I decided to the the Doom environment and figured go big or go home. I am going to use a trim sheet for all of the normals with some UV magic to lay everything out. I will then have another set of UVs for the pieces to then create masks for blending different materials. I will then potentially use vertex painting to add…
Painting Weights is probably the most awkward way to skin a model. I suggest vertex weighting. It sounds tedious, but you'll be done much faster than monkeying around with the paint tool. But to do what you want open the Painter Options dialog. Change Min and Max Strength to 1. And change the fall off curve the the last…
You shouldn't need to copy and paste uvs. If you import the new uvs they should update automatically. If they don't, it means your vertex order has changed (in which case copying and pasting with UV master will mess things up). Generally you want to export a single polygroup to prevent this ( which means turning GRP off in…