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Tutorial: Background nebulae in Empire at War without textures

Credit to Enpremi for figuring this out. If you have any questions drop them in the comments below! Why use this? Saves memory by not loading textures, and creates better pixel density ingame by not pixelating textures because all our detail is straight onto the model and not in a texture. Method summary: 1. Use the random vertex selection on the Ribbon in 3ds to select random vertexes and set their colour to create general pattern. 2. Use VertexPaint modifier to paint specific details on the mesh. 3. Export to FBX, make sure it is set to 2006 format compatibility! Otherwise max 8/9 will not be able to import the model. Also be sure to only export the mesh to prevent issues. 4. In max 8/9, use the MeshAdditiveVColour. Use either a black or white base texture, can't recall which one is needed. Important note I forgot to put in the video: 1. Of course you want to start by making every vertex black before you start any of the work! Otherwise upon export you'll be stuck with a white base instead of black! 2. Once your base pattern is set to the editable poly, you can add as many VertexPaint modifiers onto the modifier stack as you want. You can hide/unhide them to create different variants of your nebula to easily create multiple.

Иконка канала Video Adventure
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Год назад
2 июня 2024 г.
12+
14 просмотров
Год назад
2 июня 2024 г.

Credit to Enpremi for figuring this out. If you have any questions drop them in the comments below! Why use this? Saves memory by not loading textures, and creates better pixel density ingame by not pixelating textures because all our detail is straight onto the model and not in a texture. Method summary: 1. Use the random vertex selection on the Ribbon in 3ds to select random vertexes and set their colour to create general pattern. 2. Use VertexPaint modifier to paint specific details on the mesh. 3. Export to FBX, make sure it is set to 2006 format compatibility! Otherwise max 8/9 will not be able to import the model. Also be sure to only export the mesh to prevent issues. 4. In max 8/9, use the MeshAdditiveVColour. Use either a black or white base texture, can't recall which one is needed. Important note I forgot to put in the video: 1. Of course you want to start by making every vertex black before you start any of the work! Otherwise upon export you'll be stuck with a white base instead of black! 2. Once your base pattern is set to the editable poly, you can add as many VertexPaint modifiers onto the modifier stack as you want. You can hide/unhide them to create different variants of your nebula to easily create multiple.

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