Hey,I started working on small environment so the problem I encountered is that its mainly made from brick walls and that its all going to end up looking the same so I was thinking of using mesh painting but I don't know if I should make every wall subdivided so it has 4 vertices on every face and would that affect the performance and create some problems with modularity or I could use masks controlled with worldspace?And would I get seams if the floor has less vertices then the wall beside the floor?
Examples:
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is this for UDK? if so i could post a shader network for a good vertex blend that uses 2 channels one for the blend 1 for falloff, and uses a heightmap to blend dirt and moss into the cracks in the brick before the surface.
http://www.chrisalbeluhn.com/UT3_Adding_Brick_Variation.html
http://www.chrisalbeluhn.com/UDK_Asset_Position_Offsets_Texturet_Tutorial.html
it's quite simple red channel fills in the blend, green channel controls the falloff, the heihgtmap controls how things blend in, the darker the color the earlier it will fill in.
a good idea would be to build that part as a material function, so you can just drop it in as 1 node.
http://eat3d.com/free/vertex_painting