A way to deal with the 16 color problem is to use a 16 color grey scale and use vertex colors to "tint" elements of the model (but yeah, there is not filtering, so painting a bit blurry in places would work.) You can also use the vertex colors to add in shadows. What was the format for getting transparencies in th DS…
I would like do a morph animation from a flat version of my mesh to the regular 3d version in 3dsmax. The flat version i would like to get from my uvw, so i need to convert the uvw to a mesh somehow. The morphing also needs to take the uvws isles into account then. Very important for morphing is the vertex order, so the…
As the title implies I'm working on figuring out some work arounds to localize softened normals with witch you've selected. I know in Maya you can edit the normal angles with what you've selected whether it be face, edge, or vertex. In C4D you have to go through phongs but, this is an overall change to the mesh and not…
I read somewhere that you want to keep your quads planar for game models or else it won't render right in a game engine. Is this true? It seems impossible. It would rule out vertex positioning by hand, as soon as you push a vertex around a quad is "broken" into two triangles. Also, if its going into a game everything is…
I have another problem hopefully someone can shed some light
to it. Vertex painting didn’t work out as I thought it would and applying a
mask for tileable textures does not work especially if the UV’s is outside the
0 to 1 space. So my question would be how to Vertex paint two or more
tileable textures onto one mesh in…
Yeah, 1.04 is out! New terrain shaders and all sorts of other stuff, like 2nd uv channel ao, vertex ao, and vertex color support. Full changelog is here: http://www.marmoset.co/skyshop/history Andres did a writeup of the new lightmapping weights as well (didn't make it for the video tutorial):…
Snap to grid doesn't function quite the same way. What I ran across was a way to highlight a desired vertex within a UV island, even while using the freeform scale / move tool and in face selection mode, and have that vertex snap the whole island to other UV verts. It was buried in some unused commands in the quad menu, I…
pardon my noobness lets see if i got it right. so Vertex Animation means making 1 face at a time and then changing them from one to another to create various expression? and bone facial rig means making the expressions with a Skeleton in max? if Vertex Animation is what i think it is then could i still make the animation…
what kind of animation? IK solver based, vertex animation or primitive transformation. Maybe tell us what you need it for and better suggestions could be made. just on a sidenote: in 3dsmax you can even animate UV-coordinates of the texture vertex positions (UV and W). But I am not aware of any file format that exports it…
It's not actually the ability to select, say, an edge and a vertex at the same time, Jackablade. It means you don't have to go into a specific "element" mode (such as vertex/edge/face)... you just highlight the sort of element you want, and then can select more of the same from there. Just means you don't have to keep…