Been a while since I did this, so no idea if they have updated tools in that regard. An old hack method was to render out your beauty pass of the terrain, then create a wireframe one (you fill your entire land of the vertex color either black or white) so the wireframes show up as said respective material. Overlay that in…
I would do more than just bake out a cavity map and add a color overlay to it. I think you should check out the free Vertex 2 book and look at Fanny Vergne's section, it starts on page 268. That might help give you some ideas about how to go about texturing this. Also you generally want to try and stay away from pure white…
+1 Neox advice. whilst Dynamesh/Zremesher are fantastic tools, their real effectiveness is knowing when to use them. Dynamesh is generally used as a block-out tool(amonst other things) or at a very high res on hardsurface creation. Using it as a retopo-stage tool on a fully detailed character with high frequency detail is…
TL, DR dude... When you apply a Mask modifier (during export) it deletes all vertices that were being hidden by it (whether it is the whole object or just a few vertices from it, defined by a vertex group). Don't use the mask modifier to hide the magazine. Rather, keyframe the scale of the bone that parents the magazine…
two possible solutions come to mind: - unwrap as needed to paint the object then use a second UV channel / UV set for the detail map that can conform to a grid/match up orientation and UV density at the UV borders to hide seams as good as possible - mask the detail map display strength with either a bitmap or vertex…
In this case it's not an issue of vertex resolution so much as either the resolution of Spotlight (as your eyes see it on the screen, not the actual texture resolution that is loaded), or the pixol resolution of the model on the document/screen (like how projection master works). The projection is pretty much going to…
Your attention to detail is stellar. The MG is looks great so far. Your geometry looks spot on, too. I did notice, in the wireframe shots, a few areas in the MG that you have some vertex pinching on top and the sides around where the magazine goes. A few of the flat pieces in the same areas with multiple polys should be a…
This game would be on iPhone/Android assuming I ever get the money for the licenses :poly124: I plan to have a custom color section on the robots with a color slider (by changing vertex colors). Anyhow, since this semester is over I got some time to mess around some more with this. Here goes a unity webplayer that lets you…
in maya you can deform geometry using a curve so i would build my road ontop of the terrian, use on of it's edge loops to create a curve, than use that curve with the wire deformer, to push and pull vertices of the underlying terrain mesh to the same level as the road. also real roads have thickness, so give your road some…
Typically floating geometry is what you refer to above, usually in a high poly workflow. However I have seen some recently, mistakenly (or not) refer to it when it comes to low poly models. IE:floating smaller elements over a large surface such as a wall, in order to save some geometry and/or allow a bit more versatility…