Okay so I got it to bake to the mesh, now I am just trying to get it produce the alpha map, but the one its been producing are black, any help would be great! here is what I baked the vertices with.
There was an update to Carver today along with updated documentation. The new update adds a function to remove vertices that have less than three edges, which is helpful for cleaning up world geometry. See the docs for info on this new utility function.
That computer science degree really pays for itself I see, everyone knows you can't construct an Euler path in a graph that has more than two vertices of odd degree. http://en.wikipedia.org/wiki/Eulerian_path (warning: math)
I baked this normal map in Substance designer, again, I got no idea if its a good one of a bad one. the area with the gradient fade, is the vertical poles of the cage. how comes the above normal map is different to the original one???
Yeah, sure. Here's a FP view and some more updates with optimised LP model :) For the first person camera I use vertical FOV with 60 degrees angle same as for CryENGINE3 Polys: 2 599 Tris: 4 624
It also helps if you go to frame 100, and add a keyframe for the string's bone, where it is moved outwards, like a hand pulling the string. Then you can scrub the timeline while you weight the vertices, to see how they're reacting.
Speaking about different techniques to scatter information across the bricks… I've noticed that your vertical lines are perfectly aligned @Dave3d It's not that obvious on the render but I can clearly see it on the maps. What will it be for you? Pixel Processor or Directional Warp? ;)
Awesome script. I see that with two vertices selected it connects them with an edge, any chance to make it so they're welded together when connecting them isn't possible (when they're on different shells or don't share a polygon)?
By "Quixel" I assume you mean DDO? Or NDO? Tiling in DDO is based on repeating textures on the PS canvas. If you need to make something tile horizontally or vertically, you'll need to extend your UVs to match the document borders.
Really nice AKM! I'd suggest stacking your images horizontally. That way people will read the page up and down, as opposed to side to side, and it will make your menu at the top more noticable. EDIT: yeah sorry, meant vertically!