Hi, I am pretty much a newbie to all ends, this forum, game development, and especially using UDK. I have several years in basic modeling and texturing in Maya. I am really interested in being able to add some grime, dirt, or what not on my walls, which I plan to have a tiled texture, such as a brick wall. My theory is to have the tiled texture to tile more than the grime, dirt, or what not texture. Something like in the ratio of 8:1 as an example. The only method that I have been taught was to was to paint everything in Photoshop, but that limits the texture from not being able to be used on other walls that have different UV maps. I heard of Vertex Painting, or adding decaling. However, with Vertex Painting, I cannot grasp why someone would destroy his hard work trying to keep his poly count as low as possible to only find out that Vertex Painting would not produce good results with a 4 vertex planar poly as oppose to a 4x4 vertex planar poly? Seriously? Come on; its planar for God's sake!!! .... and the option with adding decals, isn't that just adding more poly's as well?
So with these delima's, what would be the best solution?
Replies
1. Add more polys, it won't hurt. If you're lodding things however then you need to figure out a solution to fix that. Which is pretty easy as well.
2. Don't use vertex color for you blending, just use blending using Masks.
IE , you have two materials on one planar surface and the texture mask decides where they should blend. The smoothness of the blend is also determined by the mask.
There are more solutions ofcourse but all these kind of depends on your current technical skill with the UDK Materials and Shaders.
What I really need is something that allows me to tile a tiling texture such as brick, grass, or dirt etc. but for the mask not to tile and fit within the 0 to 1 UV coordinate space. Is there any method of being able to do that with either static meshes or BSP, preferably BSP?