Thanks sybrix :) I'm testing out the vertex colors pass which is multiplied by the diffuse texture. Vertex color RGB is used to shade and add color variation to the textures while the alpha channel can be use to blend in another texture such as moss or dirt for example. I'm going to be using the custom cgfx shader me and…
[ QUOTE ] Vertex animation seems a bit expensive for something as easy to animate with a bone such as the breast. Especially considering half the vertexes of game models are usually in the beasts anyway, that's a lot of vertex data. [/ QUOTE ] Well it's still using md3, a vertex morph'd format, and nothing new has changed…
I'd like to drive vertex color by UV stretch. It would help to see it live in the viewport while editing UVs. Also would help to render this off as a visual for QA to check. Backwards UVs colored differently than front facing UVs. Vertex color to show texel density differences across the selected meshes. Another use could…
Your shading issue I believe is due to vertex normals, it's common with modular pieces like yours that you will have to tweak the edges to have them connect smoothly shaded with each other. So select your modular piece, and turn vertex normals on and you should see a bunch of lines poke out from where your vertexes are,…
Only MayaLT and FBX ? I want to export a standard maya file because currently that is the only way I can get vertex alpha into Unity, fbx does not support vertex alpha to Unity, although vertex colours come across. Or how about working with the Unity Dev. team and asking them to support the MayaLT format ? I have to say…
Colored materials applied to a model is not the same as vertex color data. Unless you baked the colors into the vertices as vertex color data. Assuming you have vertex colors present in your model, make sure you have "Ignore per-vertex-color" unchecked in your High Poly tab in xNormal. Keep in mind that this setting will…
Objective: vertex paint on tessellated static mesh * Testing vertex paint utilities in Editor on subdivided base mesh (~8k verts). On a highly subdivided mesh, there are sufficient vertices to support detail vertex painting in the editor. * However, when testing on a low poly model that was tessellated in the shader, the…
the environment settings and lights is simple..... default max single light and default ambient. the hand painting could be either or both what ever gets the result your looking for.... whenever I've done this sort of thing it always ends up needing touching up in photoshop and color adjustment. Another thought..... in…
@thepantsdragon - It will really help you (and others) resolve the issue if you enable both face normal and vertex normal visualization. Like this so you and we can see what direction your faces are actually pointing, and whether your vertex normals are shooting off at weird tangents. Whenever I see dark polygons like this…
What you are seeing is the vertex normals are split along those edges. Vertex normals control the direction that light bounces off your polygons. If your vertices are split on an edge, light is reflecting off the adjacent polygons in opposite directions which results in a sharp break. If you want a visual representation of…