Subobject? That's where you choose to select either verts, polys, edges or elements, aye? I've tried having the Editable Poly modifier in vertex selection mode and then applying the vertex paint. Did the same for poly selection mode, as well as having no selection modes active. Nada. Bloody pain I tell ya. You'd think…
It's how max refers to the component modes internally. Goes like this: Sub-object level 0 = Object level , 1 = vertex , 2 = edge , 3 = border , 4 = face , 5 = element. Many of the modifiers determine how they're supposed to work based on the sub-object level the user is in before selecting them, not just what components…
Was trying to layer the vertex paints (paint one vertex, new modifier, paint other vertex, etc.), to see if that made any difference. Didn't, so I just chucked 'em out right this moment. I've tried selecting the tris and painting 'em, but it doesn't work for me. 'Eres me steps: Right-click Head mesh -> Convert To Editable…
For a simple model like yours these are the steps I would take: 1. Apply skin modifier, and add all bones that need to be bound. 2. Set one bone to be a value of 1 for ALL verts on the mesh. 3. Go through the bones one by one and select the verts you want them to influence to give a value of 1. 4. Check the skinning to…
Some of those solid black triangles are already detached from the mesh, otherwise there would be that same transition effect in the skin triangles. Select all vertices of the eye region and use Weld with a low threshold value to join all duplicated vertices, then select the triangles of the eyes and detach to new elements…
No I'm on Max 2016. I know Max 2012 had some rather bad vertex color issues, but no idea on 2014... The steps seem fine, assuming your selecting subobject level 0 first before creating the vertex paint modifier too?
Select the eye tris in the Vertex Paint modifier, then you can paint just them. Just tried it on the file you posted without issue. If it doesn't work, your modifier stack may be the issue (never seen that many Vertex Paint modifiers used at once on a single mesh). Also you should work with consistent colors + make sure…
UV Maps are unnecessary if I'm sticking to using just vertex colours, aye? 'Tis what me low poly reference models have; characters and creatures use vertex colours, whereas architecture and vegetation have actual uv maps (to utilize textures). On a different note, I've been screwing around with 3DS Max biped. It's bloody…
Just tried. Ya do it by selecting the vertex -> Vertex Properties -> Edit Vertex Colors -> Color and changing it, aye? Got the same result as vertex painting; those polygons refuse ta stop being eejits. Gruh, most engines don't do decent vertex colors? The engine I'm looking at is Amazon Lumberyard; solid CryEngine…