You can use a blend material. A lot of people put "vertex color" in the mask channel and then apply vertex paint modifer to the object and paint the blend. It won't show up in the viewport but it will show up when you render.
Fix it man, thanks a lot:D Now i have one more question. I am trying to select vertex with Membership Tool from both hands and connect it. But i can't select any of the vertex. Like this Mine.
Jarm, Thanks for the C&C, I figured less is more. I still have a ton of work to go. Glad you like the basic composition though. I am not to familiar with apply vertex blending to landscape layers. It is something I would have to look into, I know a ton about vertex blending shaders themselves. To be honest this is my first…
-At the bottom of the projection modifier enabled "shaded" first (makes it more clear) -Then the little arrrow next to "Push - amount", slide that up untill the cage encompasses the highpoly. (you never want your cage to be 100% even/flush with the highpoly/lowpoly). (if you have shaded on, it will give a good view of it)…
Asking because I'm curious- if you're using normal maps already, why the need for smoothing groups? I'd recommend Blender if you can compromise on the art a bit. I like it, but it does have some drawbacks. SubD - You're limited to 3 and 4 sided polygons, so hard surface modeling may be a bit of a challenge. Sculpting -…
Yup, you did the 'move the vertex normals' thing right--well, right enough for the verts that matter for this particular lighting seam at least. (I didn't realize your meshes had depth). But it was like I feared--I seem to remember discovering at one point that UDK did some funky odd stuff on import--like regenerate its…
The reference seems more grounded in reality than your textures. I'd expect most of the plywood to be the same size and rectangular just offset with maybe some patches. Ramps like this are made with plywood for the sides as well, but the wear should be very different. The wear also changes on these ramps from flat to…
Hi there, this will be more of an open topic, and I hope I will get some insight from people experienced in this topic. This topic is on the subject of the pipeline you would use to translate a cliff made in Substance Designer into an optimized asset to use in a real game production environment. Here is the thing: I keep…
"split smoothing groups" = make hard edges, by splitting the vertex normals. http://wiki.polycount.com/wiki/Normal_Map_Modeling#Smoothing_Groups_.26_Hard_Edges You could also use Face Weighted Normals, where the model has bevels. http://wiki.polycount.com/wiki/Face_weighted_normals Generally you want to avoid shading…
Hi, I've been trying to copy the alpha value of a selected vert in 3dsmax (via a tool UI) and I'm almost there but something isn't working how I expected. It seems that I need to get the index of that vert in its array and not its ID# ? Here is the code that I have so far for the "Copy Alpha" button; the variable "sV" is…