Hello everyone! I am trying to create a script that read all vertex color of a mesh, split the colors in RGBA and then create for each color a "Vertex Paint" modifier which i could modify the specific color. upload the code and a little example: Thanks again for all guys! Cheers!
Hi, I want to tell you all about the new plugin weve just released. Its called Vertex Chameleon and we think its going to be really useful, especially for artists in the games industry who often work with vertex colours. Visit the homepage where you can explore the features in detail, download it and see some videos:…
My second Technical question thread within 24 hours -__- Oh well. Time for another issue that I cannot figure out at all. I've had this happen before, but decided to work around it or something. So, I'm using vertex painting to smooth transitions between flat static meshes and terrain that's used for debris/rubble/dirt. I…
not sure if it's a bug or I'm doing something wrong but when I export any Subtool with Polypaint using FBX it will set the color of vertex ID 0 to all other vertices. it still exports as expected using OBJ. this happens on all meshes whether it's Dynamesh, Zremesh, with and without UVs. the red is vertex ID 0: the export…
Hello fellow polycounters. Thought I'd share a potential solution to how Naughty Dog is having more than the one set data in their Vertex Painting Setup for the Last of Us part 1. You can view the awesome talk here. https://www.youtube.com/watch?v=DEuYcOWNV2k @17:45 and 32:45. There is a lot of potential room to play here.…
Struggled to find a nice easy to use Maya to Unreal Vertex Animated Texture tool, so I ended up making my own. Thought I'd share with the community here, so that anyone can use/improve it further for their own uses. It produces a both a normal map (World Space) and position map (local space - position map relative to the…
model 3D model of the Vortex StrikeFire2 Red Dot Sight. Made in Blender, Substance Painter, and Marmoset Toolbag. I used 4K Textures for the scope, and 1K texture (roughness only) for the lens. Polycount:18284 Vertex count:9757 https://www.cgtrader.com/products/vortex-strikefire2-red-dot-sight
I've been trying to use xnormal like I usually do, but this one particular 3D model is causing me a lot of trouble at the moment. Any time I try and generate maps from it and its high-poly counterpart, I get the following message: "The mesh has vertex UV indices but the count is not the same than the position vertex…
A handy trick I have been using for a while is if I have a bunch of vertices that have all their varying height positions (y axis) selected, with 'snap to points turned on' and the pivots y axis active, I can just hold down middle mouse button and drag near a vertex that I want all the selected vertices to have the same…
Thank you, using that way I was able to get much better results: While looking for the Transfer Attributes in the menus I noticed a 'paint attributes tool' which got me excited for a bit, but alas I found no proper way to use it with vertex normals. It does look like it could be used in conjunction with the transfer…