just wanted to pop in and say 'thank you!' for sharing your script, throttlekitty...don't have a direct need for it now, but may in the future and I appreciate you being a good egg and posting it! :) If our paths cross at GDC or some such, I've got a beer with your name onnit! ;)
Aha, so via the Paint Vertex Color Tool, we can apply a texture map as vertex colors, which can then be queried with "polyColorPerVertex -q -r -g -b", and written as normals via "polyNormalPerVertex -xyz". I'll try to write a script to write the colors to normals in the morning.
I need some help here. How would I properly increment for each vertex? this script sets the same value for the entire selection.global proc tkColorToNorm () { string $verts[] = `ls -fl -sl`; for ($i = 0; $i < `size $verts`; $i++){ float $color[] = `polyColorPerVertex -q -rgb`; polyNormalPerVertex -x $color[0] -y $color[1]…
// tkColorToNorm by throttlekitty// Gets Vertex color and applies it as Vertex Normal.//// Usage: Apply an Object Space normal map to a high poly models' vertex colors via the Paint Vertex Color Tool.// Select vertices and run tkColorToNorm.// **This script temporarily turns of undo functionality to speed it up a little.//…
Yes, my baldycap mesh has identical placement of vertices, and matching normals at each point. Their head normal map isn't very flat there, and leads up to a large bump for the cowl. This isn't final low poly or normal map, I want to get the seam solved first, since that area won't change from here on. (and make a real ear…