Hourences' tutorial only shows straight vertex blending, so you get a linear gradient only. Tor Frick's Eat3D video shows how to use a mask with vertex paint, for more detail in the blends. Really cool! There are many approaches for this, see http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending
Actually, the Source engine uses a curious combination of vertex key and bone animation. All of the body parts are animated using bones. All of the facial animation is done by blending together various vertex keys. So it is quite possible. I haven't checked the Torque engine for this kind of compatibility though.
I would try decimate modifier in blender . May require manual cut in the middle and a few vertex groups for different decimate values . Or just planar mode first. higher angle > more decimated. Well. I would actually just make a vector svg. file in Inkscape or any other 2d editor and import it as 3d shape . Works just fine…
Prepared a Vertex Paint material inside Unreal and adjusted the Stone Wall a bit. I have to change the pattern to something more horizontal still. So far the Brick wall is a scanned surface from adobe Stock, but I want to make the Brick Material myself in designer, seems to be simple enough for my skillset and I think it…
Hello. When I use isolate selection (ctrl+i) in Maya 2016 it isolates the object i'm working on. As soon as i switch to vertex or edge mode, only the faces connected to the selected vertexes or edges are selected are shown. This makes it hard to work with isolation mode. How do I make it so the whole object that's isolated…
That's actually pretty clever! I already use Vertex Colors for other things, but I could use the Blue channel of my Normal Map and have the user save out a Vertex/Mix map in there, which they could be used in the Lerp node as the Alpha between the two UV's! You're a genius mate! Kudos!
I was noticing that when I display vertex normals, at first they are green. Then when I do an average normal on the face, it turns yellow. What does it mean if it's green or yellow? Seems the different colors do something different to the shading a bit although the vertex normal stayed the same, it's just the color that…
I just paint some flat colors on the hipoly in zbrush. Then I use the "bake color map from mesh" baker set to "vertex colour". Zpaint colors in zbrush export as vertex color. This way it doesn't matter how many polygroups you have. Or how many meshes you're loading.
Finally got back to finishing up this character! Started this guy when I was taking Ackeem Durrant's course at Vertex School. I learned so much throughout the process and had a blast creating the demented look and the snake assets. Each stage taught me something new, and it was great fun! I did make other characters but…
Max Splits the vertex normal but not the mesh vertex. Blender splits them both. The blender method is how things will be on the GFX card but its a pain to work with. Probably a case of a programmer 'knowing best', Personally I think it'd be best to let the game engine handle that and give the artist a workable model.