So I hit the end of 3d motive's tiling texture tutorial, only to discover that they didnt cover making the material in UDK. I copied some of what they did in the tutorial files, but I don't know what some of the stuff is actually doing.
I don't really understand what the vertext blend mask is actually doing (wtf is a divide???) nor do I get what the bump offset is doing. I know that it's possible to illustrate depth using the bump offset, but I haven't seen it used like this before.
Also, is there a better way to improve the normal map than what I have here? Can I use heightmap info rather than a constant3 to get more depth?
Replies
http://udn.epicgames.com/Three/MaterialsCompendium.html#BumpOffset
the vertex blend mask in your set up is for vert painting different specular color maps.
http://www.3dmotive.com/training/udk/advanced-mesh-paint-with-udk/
And basically I don't need the Vertex Blend Mask since I'm not doing any vertex painting for this particular material right?