I wasn't too sure whether it's related to the missing vertex bug or not (that sometimes your vertex dot didn't display, therefor you cant select vertex even though you're on vertex sub-object mode), but you can try to convert it to mesh then back to poly, at least it fix the missing vertex bug for me.
I am baking color ID's to vertex colors, but when I go to object mode, I cannot see my vertex colors anymore. Is there a way to either - See vertex colors outside of vertex paint mode? - Not clear color ID's when baking to vertex colors so I can still visualize them?
Inspired by Bhutanese Architecture and my travel experience to the Himalayas, i decided to create a story around it . Developed this project from Concept to Finish. Created several Trim sheets in Substance Painter as most of the design elements would be repeated throughout various architectural elements like doors,…
For something this big, its totally fine to bevel the edge in the mesh. however, this is something ive been seeing so much with peoples assets in unreal. use proper vertex normals. nobody thinks of this anymore and all I see are objects that are rounded all over. it looks wrong and nobody says anything about it. its not…
1. You wouldn't do that by changing the vertex color data at runtime, but by creating a custom vertex shader. Typically shadows are computed into texture maps instead of vertex attributes, because vertices are usually too far apart to make the shadow look good. I suppose it could be possible in theory, but it would be like…
Yeah, the polycount wiki is a really good source of information. But AimBiZ posted right after I just finished making this explanation image, so fuck it I'm gonna post this anyway :) WARNING: Normal maps, normals, and baking are more complicated than they seem at first glance. If you aren't familiar with the terminology,…
I finally have to skin some character for a Doujin team -_-... They want to work with Maya... Then I developed my skin tools on Maya!... Basically for a low poly model I don't need the paint tool... I lost my time and I already know each weight value for each vertex. Then it's more quick for me to do that manually!…
Can you post an example? Smoothing Groups are really just an abstraction of vertex normals. If you want to see what they're doing, add an Edit Normals modifier. A vertex on a hard edge has two vertex normals, one for each side's polygon. A vertex at the end of one of those hard edges, where the poly share SGs, just has a…
Do you want to transfer the highpolys vertex colour or has the highpoly own textures? If it has vertex cols, go to the highpoly tab and scroll to the right and check UNcheck the "ignore HPs vertex cols" and choose the right option in the baking tab (vertex cols). If the HP has textures, ignore the vertex cols in the…
Do the same thing that jeffro's tutorial shows, but change the Bake To, to verticies. That will get all the lighting baked down to vertex color. Then to save the vertex color out go to Edit Polygons>>Color>> Paint vertex color option box ( the [] next to it) In the paint vertex color options there is a drop down for…