You can't bake AO and vertex color at the same time in xNormal. So yeah, make sure you tick Ignore Vertex Color on the high poly mesh and aren't baking vertex colours.
In marmoset you have to set the material to use vertex color, it's not activated by default. Go to your material and in albedo select vertex color on the roulout on the right. You could then activate vertex color with the check box.
no, thats not an option in this case. i absolutely need to have the same vertex order. i have an external program which relies on vertex order to paint "damages". and changing the vertex order means repainting it again.
Hi! By overlap, I meant one part (for example jacket) having UVs overlap with itself due to the generative modifiers (mirror, solidify) - not UVs of different character-parts overlapping (jacket and pants for example). Here is a quick walkthrough how I checked with the jacket: 1 - UV Sync Selection is enabled in UV editor,…
if I run the script when I have a control vertex selected it does nothing. That's to be expected because a nurbs control vertex cannot be converted to a face. And a control vertex is not a transform - which is what the 'ls' command excludes.
I think it matters because of the way the normals are interpolated across each triangle, from vertex to vertex. If you've ever painted vertex colors, you've seen how a quad's internal edge affects the gradient across it.
I had a similar problem before. I ended up baking to a shadow map, and then using the Assign Vertex Color utility copy the map to the vertex alpha. Then I made a shader that multiplied the vertex alpha by the diffuse.
Well , I really shouldn't say "in games typically" since I worked for not so many games . So maybe it's not everywhere. But for what I know normals are not recalculated ( beyond typical per pixel real time tangent to world space conversion from tangent normal maps). Games displacement just shifts vertexes along vertex…
Just detach the correctly UV'ed faces from the mesh, delete the messed up ones and run symmetry on the correct faces and weld everything back into place. Which is what I think Sean was hinting at. About the copy/paste. Its based on vertex number it won't work within the same mesh because the vertex numbering is different.…
Sorry for necroposting, maybe it's a rational necro, let's see... I am trying to generate a Grayscale Curvatures Map like Blender's Dirty Vertex Paint (pic), or Lightwave's Dpont Curvatures node (pic-top row, second from left) so: Black=Concave | 50%Gray=Flat | White=Convex I know that there is a 'monochrome' option in the…