Hi all, I'm doing a paper on vertex painting and was wondering if someone could spare a minute to help me? (:
For the paper I'm going to do an experiment basically asking which is better, vertex painting or custom textures.
I need some examples of games that use vertex painting, at the moment I have Uncharted 2 and Skyrim.
I can sort of tell from looking at screenshots if a game utilises vertex painting but other than that it's quite difficult finding information about it!
Thanks a lot
Replies
It's hard to tell some times if something is a unique texture or if it has been painted on. But things like the floors in U2 and Skyrim it's easy to see.
Any concrete examples would be super appreciated!
I think Skyrim used more decals than vertex painting but I could be wrong. It's been a while since I've been in the game.
PixelMasher - I've played all of those games! :poly111: wow
like the main character in it is actually all vert paint, with decals for spots on his back.
if you look at source games, all displacmeants use a vertex blend, and most meshes use the vertex colour channels to store lighting information.
take a peek at the sample maps in UDK also, heavy use of vertex blends there, and even some more advanced tricks for adding variation such as the flowers that change colour based on there postion in the game world.
uncharted games, really heavy use of vertex blending on textures, and even some vector blending for having snow blend in on the top of things automatically.
Its honestly a really fun way to model as you can spit out hundreds of models a day and they will all look somewhat acceptable
Game tech is a constant tightrope walk of approximation, making things look as good as possible while staying within (sometimes criminally restrictive) boundaries of performance, which could mean anything from disk space to memory to bandwidth to vert count to shader model to the number of hours in the day of your technical artists and graphics programmers.
Vertex painting happens to be a pretty elegant example of technical and aesthetic priorities in action. If you can spare the vertex cost, it's a fairly coarse (but freeingly independent) arbitrarily configurable hardware interpolated channel of information you can use to drive pretty well whatever pixel shader parameters you want. That's provided you don't mind the coarseness of data that's piggybacking on vertex positions, which technically isn't 'designed' to do that in the traditional sense.
Is vertex painting better than using unique maps? The only true answer is that it depends on the problem you want to solve and an understanding of the tools available to solve it.
I have been Googling it haha, that's why I came here to ask people with knowledge, after not finding the information I needed.
The "better" will be in terms of workflow, performance and general visual differences.
This might be helpful, or interesting to watch at least.