A fan skin I made of Veigar from League of Legends, the little big guy got me to gold last season so I made this as tribute to the best indisputable best character is League.
I'm excited to share my latest project, Svörtsál - a real time character based off an original concept, developed during a course at the Vertex School. Big thanks to my instructors Ackeem Durant and Ryan Kingslien, I learned so much from this experience!
It is a 1975 Jack Daniel's Tennessee Whiskey (Gold Medals) ZIPPO Edition.
This project has been quite a challenge, especially when it comes to texturing, where I've been able to use many techniques I've learned before and learn new ones.
I hope you can come and take a look, it would be great for me and thanks.😜
Hello there I continue to work on my study project in free time. A set of date palm assets for it. U can follow the progress on the project'spage. Take care of yourself. https://www.artstation.com/artwork/v2R0wa
It's totally doable, and works extremely well. What you have to do is not to store the PBR information directly in the vertex color themselves, but rather, use the vertex colors (or material IDs) to separate the model in chunks and then modulate that in your material nodes. UE4 does this very easily and you can save a ton of time and resources doing things this way.
For instance you could simply store vertexcolor AO in R, and then simply use material IDs to apply materials at will. With some cleverly designed tileable overlays you could get some very clean results, since the materials could call the AO stored as vertex colors, modulate its intensity, combine it with overlays, multiply by colors or gradients, and so on.
But of course the asset would need to be planned that way right from the start, with materials being cleanly separated per polygons. Good for clean hard surface accessories (sunglasses...) and some props (clean modern chairs, archviz elements, and so on).