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Vertex painting, modularity and complex pieces

HashBrownHamish
polycounter lvl 5
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HashBrownHamish polycounter lvl 5
Hello o/

I'm currently working on my first environment piece and had a question on vertex painting and modularity.
I wanted to try and make my modular pieces have variations on their textures that can be chosen by using vertex paints as in the method described here ( https://docs.unrealengine.com/latest/INT/Engine/UI/LevelEditor/Modes/MeshPaintMode/VertexColor/MaterialSetup/3Way/index.html )
This works well for simple walls but I have an issue for more detailed pieces.

This is the wall with a clean, cracked and moss variant 



And this is where I'm having trouble on how to deal with this technique in more complex pieces



I would like to keep my brick material for the parts shown and have more "unique" textures on those edges with custom normals etc... 
What would be the best way to go about this? Have a separate material for the unique parts? Wouldn't that take too many draw calls?

Another issue is that some parts using my texture also require extra detail as shown in my reference for this work



So is my idea for a customisable texture still feasible or should I rework it?

Please let me know if i wasn't clear enough ^^ 

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