I’ve been messing around with Vertex Colors to have a shadow effect on some of my models.
As a simple example, lets use a box.
3DsMax sees, or rather only chooses to display 1 vertex when you have a welded model.
As an example, this is how Unity sees a model, minus the exaggerated exploding of the model, so each corner has a set of 3 vertices.
The model on the left is what I would like to have my model look like in Unity, yet when I import it, it shows up like the model on the right.
I have yet to figure out exactly how to do this, when the model is still welded, as it should be, inside of 3DsMax.
A possible workaround I have found, is breaking the model apart, so that i also have 3 vertices inside of 3DsMax in the corners where I need it. This however has me a bit concerned, since I’ve heard this can cause a sort of flickering effect between poly’s. Something like that I would very much like to avoid.
So in the end, I have two questions;
1. Does anyone know about a workaround to baking the vertex colors down inside of 3DsMax, so I can export them into Unity and have them look correctly?
2. Should I be worried if I go with the split poly’s workaround, or is that no longer a problem with the current generation of game engines?