I was wondering what the best way to achieve this look would be?:
![picottoknights_07617_screen.jpg](http://www.gamesthirst.com/wp-content/uploads/2012/08/picottoknights_07617_screen.jpg)
It seems to be using vertex colors for everything, but they're split perfectly along the hard edges. The only way I can think of to do this is to actually split the geometry at borders, but I'm concerned that could cause z-fighting issues. So is there a better way to do this? Maybe a way to assign vertex colors by UV shell/element, Face ID, or something else?
Replies
So basically, use the V-Color modifier, Select faces, set color and collapse mod, done!
Also, yes, you can select them via ID, Material, etc, so long as you have them setup up manually before hand. And no, you don't need to detach them or do anything fancy like that.
Also, are you sure it's 100% V-Color? I'm seeing alot of Z-Diffuse gradient, meaning the top colors are bright and the lower ones are darker...on the other hand, they're not using a Lambert term from the looks of it, since anything pointing away from the light isn't casting a diffuse shadow (Or they're using Half-Lambert, with a really low value).
Of course, I'm talking out of my arse since I don't know the game and haven't seen it in motion.
I mean it can be done with V-Colors, sure, but it seems like an awful amount of work, especially the way you have the nice red transition in the front of the helmet going for bright red to slightly less bright red.
I use Maya and it's fairly easy to do this by assigning colors to a face, or going into vertex color mode and painting that way so you can have those hard edges.
Or in any other program you could probably split it, paint it then weld it back together (if you can't do the per-face option). Any 3D app worth it's salt should handle the split vertex map when welding the vertices back together.