For some reason I had it in my head that the blood was supposed to be dried instead of fresh so I was thinking that I needed crazy roughness values to get s rust yet bloody look (I'm bad with words lol). For the low poly textures I definitely plan on making the wear more refined and believable. For the high poly I am using…
This is the most accurate quote. It's not a case of "don't use smoothing groups". You just have to keep in mind that they add extra vertexes which takes up more memory. It's all about the vertex/polygon ratio. If your model has more vertexes than polygons I'd look into how many smoothing groups you've got and see about…
FBX doesn't convert everything to tris... if it does then your software doesn't support FBX fully. FBX will generally do everything you need, but it's a mess of a file format. Different programs support different versions, and the versions can change quite dramatically from year to year. It's a closed format that Autodesk…
i felt like building something busy to test that awesome unity shader editor by tim "stramit" cooper: http://forum.unity3d.com/threads/56180-Strumpy-Shader-Editor-3.3a-Full-Unity-3.2-support-bug-fixes the shader is something a bit different. it does the uncharted fringy transition thing via vertex alpha ! vertex-color…
There are a couple things that could be happening here. First, the vertices in that area are simply assigned to the wrong joint. You would want the verts that make up the torso to be weighted to (influenced by) the spine joints. If the verts are weighted to the arm joint--which is a common occurrence with automatic smooth…
Thanks for the link. I can see vertex painting + masks/heightmaps working very well on a big single and dense terrain mesh like WoW but I hardly imagine it's the case in Diablo 3 since the map has to be random and everything. It seems more like floating geo's displayed on top of the ground with some kind of alpha blending.…
Triangulating will adjust your vertex normals in Maya, so only do it if at some point in the pipeline the mesh is going to be triangulated (although you could Lock the vertex normals before triangulating but that might get messy later on). I usually wouldn't bother, since our exporter at work takes the vertex normals…
Hi! When I checked the cage preview in Painter (exaggerated values for illustration), it looked skewed, sort of in alignment with your bake results. Then checking the lowpoly in Blender, the shading of the lowpoly looked funky (left). Once I discarded the meshes custom vertex normals the shading looked as expected (right)…
You might find it useful to find an Asaro head model (these are all over, plenty of free references you can use). An asaro head simplifies the forms of the head. You can then grab just a single vertex at a time and get a feel for how much you can change the character just by moving a single vertex at a time. And the end…
most people shy away from bsp now since in the past it was what was holding LD's back. since in older idtech engines and goldSrc and source engine, it is required and brings it quirks with it, such as levels needing to be airtight from the void, and not allowing concave faces. about performance between the two, it depends…