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…
if you don't mind i'll post some counter points and you can maybe tell me how i could get the most out of maya? cheers - Transfer Attributes never had a need to use anything like this in max, how useful is it in day to day environment modeling? - global soft selection definately simpler to do in maya, but not sure where i…
Don't forget you can also combine with vertex color for color variations, even though you're limited to 1 material. Brick/stone for example can be multiplied by vertex color to get red brick for chimney vs. tan brick for steps. You can even do gradients with vert color (green moss at bottoms of stones, or dirtier house…
@ThisisVictoriaZ Actually for any part that should be translucent in life) I made this quick example for you. U can apply the vertex colors directly in Unreal using a mesh paint tool. In this I just slightly paint across leaf and stem edges. Vertex color can also be used to remove translucency from desired parts. Hope this…
And just to drive this point home: There is nothing wrong with your initial bake. The normal map does exactly what it's supposed to do. Weighted vertex normals are more elegant in a way, can probably be compressed better and will show less errors with discrepancies between baker and real time rendering solution, but there…
Looks like the vert order is all messed up, so vertex #1 on the gray model isn't in the same spot at vertex #1 on the pink. It happens quite a bit when importing and exporting or merging objects. If the meshes are exactly the same, as in number of verts, edges and tris then you could use Morphix to reorder the verts on the…
When you export the OBJ file from zbrush it should say "exporting OBJ with polypaint" at the top of the screen. This is where the colors in substance painter comes from. Also when you bake maps in substance painter click on the map called ID in the baker dialog. This should have two drop downs. The top one should be set…
Hey thanks for the response Nightshade. I will take this all into account. You are basically telling me to keep as much of my shells intact as I can? Also I generally do not stack. Also, my new question is can I edit the vertex normals and keep all my shells the same uv island, and then modify the vertex normals to make it…