Hey I had a question regarding, UDK material editor. I am wondering if there is a way to set up a material that will draw the meshes vertices transparent based on their vertex color. The goal is to be able to blend some separate terrain meshes(patches) together by floating them on top of one another. example one mesh has a…
1)when i import a low poly model to fix texture seams when i apply texture it messes with the geometry for some reason. like some vertices are welded on its own. but when i take the texture off its normal again. 2) color picker is very inaccurate 3) can't find where to apply normal map on the mesh. i need hlp with this plz
Anyone use Meshlab to polycrunch their models? I use the Quadratic Edge Collapse Decimation which works well except that it often produces these nasty overlapping, very difficult to fix placement of vertices. Here's a screen... The dark red is the overlapping faces, and also the settings I use. I don't know how to get…
Here's the deal, I have to do alot of vertex color light bakes and through various plugs-ins and whatnot I sometimes end up with an editable mesh with vertex colors on it. When I convert the mesh to an edit poly I get random vertices turning rainbow colors and other visual bugs. Anyone know why this happens and how to…
Im trying to figure out the best way to create a rig which i can smooth bind to a model, but will alow me to scale The vertices associated with each joint independantly of the hierarchy. What id like is to ave a similar method of control that clusters would give me, but with smooth bound joints since this needs to be…
Hei, First post on polycount :D hello world! Just wanted to pust up some images of one of the characters im currently working on for an RTS turn based game; being built in XNA for the PC market (currently only have a vertical slice planned. Any critique? just want to hear some feedback on what i could improve on etc. <3
Hi there, I have the Problem that i've got in the AO, Cavity and Curvature the wireframe on the map. Its only from one HighPoly-Mesh and ONLY on Faces in Vertical direction. O.o I dont know how to fix this or what the problem anyway is!? I get crazy... :poly142: I hope you can help me awsome comunity. UV-LAyout
fwiw this sort of thing is inherent to any sort of cartographic to spherical transform that doesn't have infinite (or at least subpixel) resolution As you surmise from subdividing the sphere, more sample points = less artefacting - but only because it made the artefacts small enough that you can't see them. That youtube…
After playing around with Substance Painter a bit, I think the best way to do it would be with a mask + the Light generator. Point the vertical angle down at 270 degrees. There you can play with the highlight and falloff settings. Here's a recreation of this Base for diffuse setup. I didn't go all out and recreate the…
@simonBreumier This is a fantastic piece dude, if anything i think the hotplate area and the chimney need a bit more colour variety, just a little too homogeneous in my opinion, i think overall the topology could also be tidied up a little bit, don't be afraid to collapse more edges and merge more vertices into tris to…