You should watch your vertex count. Vertexes are what take up memory not tris. And the vertex count varies quite a bit by how many edge splits you have. A low vertex-to-poly ratio is as sign of a clean model.
Please, see this animated gif When Snap to Edge/Segment is ON - no way to snap to Vertex(despite it is ON too). Is there a solution so both snaps to be ON but the Snap to Vertex to works properly?
Hey guys got a question for you. I made a model, edited the vertex normals a bit so it looks more like its a high poly object. The specular highlight for example is tighter vs the "smoothed cube" stretchy highlight and what not. Now whenever I edit a vertex' normal in Maya it automatically smooths it. For example I made an…
http://forum.unity3d.com/threads/192711-VPaint-Advanced-Vertex-Painting-Released [ame=" http://www.youtube.com/watch?v=8lXcHsP-6Ws"]VPaint: Advanced Vertex Painting - YouTube[/ame] Hopfully this should solve some issues people have with vertex painting in Unity. We're still adding features but it's pretty fast already and…
So I have been reading up on Vertex color, because I need to use it for the blend layer inside cryengine 3. So from what I read about the blend layer I will need a vertex alpha channel and a blend map. And what I can gather from the crydev forums that the blend map is just an alpha map. So is the vertex alpha channel…
It allows you to select split vertex separately, like selecting independent vertex normals, or UVs in the 3D view, can also be used to apply different vertex colours to one vertex (but there are usually easier ways to go about this)... I never use it. :)
It probably works the same way as vertex programs where if you modify the vertex position it does nothing to the vertex normal, and you would need to manually modify the vertex normal if needed. So you still need a normal map to get proper shading, unless you were doing something crazy and editing the normals along with…