About vertex normals, I asked that same question some time ago and figured out how to do it (in maya) http://polycount.com/discussion/125920/correct-vertex-normals-for-foliage#latest It was once in the wiki Eric posted but has been removed :'( :D About half way into that thread is how I did it with a dome for normal…
Pookhan: Thanks for the link, was really helpful in giving me some pointers on how to make textures look good in a scene. It also reminded me of vertex painting, something I haven't done before and needed to practice. :) I've tweaked the sizes of the door and the pitchfork, so it shouldn't look as strange now. So I spent…
Reference art is a 3d render itself, so it'll be fairly easy to replicate the look in a game engine. The foliage has a flat-colored spheroid in the middle, and alpha-tested planes have been pasted all over the outside. There appear to be two sizes of planes used, a bigger one with a many-leaved texture, and a smaller one…
OK, I just had a thought about this. Can I rename my mesh so that it has the same name as the root bone, (i.e the pelvis) and setting its pivot to the bones pivot point and the substituting it at the top of my heirachy and removing the actual bone? Is that how this is meant to be done? If so, can I do this without…
I think you don't want to put everything into single texture with unique unwrap. If you wish, you can certainly use single texture file, but you should also consider using only tillable textures on it. http://wiki.polycount.com/ModularMountAndBlade This tutorial probably never will get old, so you should check it out. Also…
Just a few tips on your shader. Try and get normal maps working with reflections. If that is not going to happen (some engines dont like it, compression etc) try and include per pixel shading and reflections. Without these, the reflections and even worse, the specular is calculated from vertex to vertex. Complicated to…
STAGE 2: Adding details (a lot of them) I've added all the details mentioned above + a lot more. So far I've added: - animated flags using vertex texture fetching (custom standard shader). I basically made a loopable cloth simulation in 3ds max and then I made a maxscript that bakes the vertex position in object space…
This might work. 1. Import the fbx. 2. Make sure it's an Editable Poly and run the script below to select hard edges' vertices. 3. Convert selection to edges. 4. Add Edit Poly modifier to remove explicit normals. 5. In Edit Poly set everything to one smoothing group. 6. Go into Edit Poly edge mode, selection should be…
Thanks for the replies. The two pictures from first post shows results using cage made in Blender and cage made in xNormal. Reason I tried to create cage in xNormal is that cage made in Blender give result as in the picture, so i thought that maybe xNormal cage will works better but result is the same. I also tried do…
The ASE script works fine I've used it quite a lot with UDK/Modo 401. What error do you get? The script is very particular about naming conventions for UV and vertex color maps. Have you updated Modo to the latest service pack SP5r2 (401 version 37327)? There were some script errors introduced with SP5r1 that were fixed in…