CryEngine supports a few different methods of blending and applying color to vertices. But I think regardless of the engine(since most of them should have a feature like this), I think utilizing tiling textures, plus unique RGB maps, is the way to go for stuff like this. A simple grunge texture could be used as a mask for…
you can try binding it mannually, i doesnt need to have an influence but you need something to show to your fbx export that it need to export the root bone, maybe just selecting it will work, but what i normally do is: bind normally and after ask maya to add the rootbone to the influence with zero influence. so it will not…
I'm not sure what the results will happen in UE4, but in 3DS Max I'm actually doing this technique with brick planes I have. I'm randomizing brick patterns by hand for a house so I have multiple planes and then I welded them together (so no light leaks). I've found so far the UV integrity remains in tact. Moving/scaling…
First time I've heard this, could you elaborate as to why? Regarding your idea to bake a normal map from the correctly shaded lowpoly and then optimise your low, I'm no expert but it might be that the cost of using a normal map would be more than just spending the extra vertices to have the hard edges. That depends on a…
Well, actually you can use 1 material for the whole thing. You can fix most sorting errors by carefully re-ordering the vertices to draw in the order you want. It's a pain in the ass, especially with complex overlapping models. But it can be done. The issue I usually run into though is the fillrate expense of all that…
Without seeing the whole model its difficult to give advice. Trouble with creases and corners is only a question of resolution. Dynamesh reduces the model to a vertical and horizontal raster so the trouble you are having with detail is only due to the resolution you are dynameshing at. Also dynamesh is size dependent. If…
I really need to update the forum description to mention that its off-topic game art chatter. [EDIT: Done] It doesn't always have to be about pixels and vertices but should be within the realm of game art. I just nipped it in the butt earlier than most get noticed. The gist: Trying to keep Polycount focused, unlike other…
Hmmmm interesting I am kind of shooting in the dark here but a lattice modifier in 3ds max does exactly what is pictured here. There are tape measurement tools you can snap to points to get a distance and you can configure your scene to be whatever unit you are looking for. If you are looking for the distance between 2…
Its possible that they are doing truly dynamic booleans to break simple models like that. That would eliminate the prebroken normal weirdness. Its also possible that this object is pre broken but just done in a very smart way where the breaks all align to vertical topology lines, that way preserving the original normals…
this is verging on thread necromancy but ive a fair bit of experience with this... from what I've seen, the uv's get shattered and then each UV face gets flipped vertically (presumably using the same logic that means zbrush stores UVs flipped) if you use the gw obj exporter/importer and ensure the zbrush preset is active…