About joints, usually you'll want them to have at least 3 edge loops so when it bends the middle loop preserves some of the silhouette of the joint. Otherwise you'll have to go out of your way to keep them from squishing with the chance of it looking like crap anyway, even if you happen to create a corrective shape key…
You either could have a hard edge /split vertex normals along those UV seams and split UV islands/stripes accordingly or do what your blue arrow shows , having a single UV island and vertex normals all set up for example and parallel to each other so all the shading would come form the normal map exclusively. The geometry…
I think what is being suggested is that you clamp the texture to create a mask that isolates the mid ranges of the dot product. Then you can use this to apply your edge texture. That's one way to do it. Here's a tutorial which shows you how to do this kind of thing with vertex colour:…
Think about it like this, there is a light in the environment, than that object moves away from that light. In this case the vertex are moving to or away from a light source. This also screws the shadows as well. Unless there is a way to have the light effect some other aspect of the model and not the visual vertex that…
I would suggest painting the gradient into the vertex colours, Then multiply it in through shader. To get a nice gradient fill the vertex colours in black, then paint in red, green or blue at the top, then use the blur tool to get a nice transition. It's really easy to implement in UDK! Just create a new material and…
I made a script for this, instead of trying to export the vertex colors, I try to directly export the vertex colors as a map from Maya. It's quite simple in fact, but there is one constraint : each uv shell must be separated on your mesh (aka : exploding your mesh in pieces), otherwise the vertex colors will bleed when you…
Second UV sets aren't supported in CE3 as of yet. Vertex Colors I'm not sure on. Vertex Alpha is already being used for the blend layer, but I haven't been able to get both that and vertex colors for shading to work at the same time. I don't know if that's because I'm doing something wrong, or because the engine doesn't…
It's common practice if your are going to use vertex lighting in your scene. Having the extra verts around the pipe where it hits the ceiling allows for smoother vertex lighting, since there's more vertices to be lit. That's also why you'll see some walls divided up into a bunch of smaller quads, even though the extra…
What do you mean by "not the mesh"? When in Projection sub-object Vertex mode, and you select some vertices, they turn red and so do the edges connected to them. Moving them moves the blue cage mesh. This in turn affects the angle that the baker's rays travel. The rays travel from each blue cage vertex toward its…
InteractionOps or iOps It is a set of operators which boost Blender interactivity between user and application by using only five functional buttons. Download: * Click on green button and get iOps with Git. * Or download and install zip file from releases branch: iOps 1.5 MESH: Edit Mode: * Switch between Vertex/Edge/Face…