5. A script can do this for you in 1 second in Max/Maya. Earthquake any chance you could link me to this MEL script? I'm currently doing lots of mechs in an in-house engine (which dosn't have this synced normals :.( ) and manually spliting the uvs is killing me. Tried to look for the script online but can't find anything…
What exactly are you using Multi ID's for? If it's masking, why not write a script that will take RGB from your Material and instead lock them into your Vertex Color and bake out that as your mask, since last I checked, you still need to clean up stuff in UDK for Multi ID's. If you could give an example on why you need…
I just want to touch on this quickly. In general terms this is bad advice. Even with a perfectly synced workflow, you still want to split your edges/SGs at your UV borders. Because: 1. Its free, there is no extra vertex cost. 2. Your normal maps will have less artifacts, even with 100% synced workflow 3. Your normal maps…
Correct, if your UV seams share the same borders as your smoothing groups/hard edges, there is no additional vert cost, and that is what performance in games comes down to the *actual* vert cost(uvs, hard edges, material breaks, etc) not the listed verts or triangles in your 3d app. There are some cool scripts to calculate…