Hey, so I've got a little question about vertex colors. So I have an older static mesh in a package that has default vertex colors (all white) which I want to replace with a new spiffier mesh that has some vertices with custom colors (mesh is a tree branch, vertex colors used to vary leaf colors much like you'd see in…
The vertex blend shader does blend between two separate normal maps the brick normal and a separate moss normal.Its controlled by vertec colour R channel multiplied with its AO. No worries....:)
Both that Dual Destinies and the Chronicles games seem to be using morph targets AKA blendshapes for the facial animations. I think those different bottom-half-of-head blendshapes are just the smallest most convenient (artist-friendly) way of having that data in the limited 3DS cartridge storage space. You don't need to…
Changes since last time: - Updated the table and chair meshes and did some vertex painting - Updated the stone tile texture you see by the door, and all wood textures - Added a lighter wood color for contrast on the railing - Updated materials for the bar - Added the rugs with placeholder textures to help with color…
. morphing wont work unless vertex order matches . you need to project vortex positions onto the target mesh which is what wrapit is for. You could try it in zbrush but it'll be a ballache, just buy wrapit.
Are you attempting vertex paint in max for using w/ blending in the engine? In edit poly, in vertex mode, you can select verts and then under 'Vertex Properties' you can set color information. You can also use the Vertex Paint modifier. To view your vertex color inside of max, go to the meshes properties (right click,…
@Snakos Thanks for the feedback on the bricks, I thought the grout was looking too clean as well so I have gone back into designer and dirtied it up a bit more but im planning on adding some vertex painting later on and will add a lot more grunge and leaks as well as some graffiti decals which will all help place them and…
I need some help understanding tangent space, tangent basis and getting a good normal map baking workflow. Please correct me if you notice something wrong! :) Let's say there's the following scenario: I work in Maya and have to create an asset, the client specifies their engine tangent space is synced to xNormal (Mikk),…
That, or the other type of decals: those on a secondary uv channel, blending in another texture/material. So essentially what Eric said, with the main difference being: vertex-blending usually comes with a noise to deform the blending mask (to combat the obvious vertex gradients and add a bit natural more detail).
Not direct. I have found the snapping at the bottom of the viewport and the snap at increment of the grid. My "problem" is that the standart cube vertex is maybe in position 1/1/1. Activate i snap to grid i can modifiy the position and the vertex walks around the gridlines. But when i dont activate snap to grid and the…