Hi,
I have sculpted, retopped and bakes some stairs that look nice in Ue4... however I did these as a damaged version and feel that ideally it would be useful to produce a non-damaged set and blend the damage detail/normal between the two....
ideally these will have different topology...would this be a case of vertex painting the damage onto the non damaged version or would i have to produce a blend somehow? Would the blend take into account the maps aswell as the mesh? or could i just blend the maps across...
Much appreciated.
Replies
Cheers for the reply - its appreciated!!!
So ideally do I need to use the same vertex amount across both meshes? As you put "You must not need different topology"
I know how to use vertex paint to paint across different materials/textures and add some variation I just wasn't sure if this would work with a bake from one relying on UVs and then attempting to use another assets normal map on it.
How would I need tessellation and displacement? Sorry, you've sorta said its possible and then a bunch of semantics but nothing of implying how or where to start.
You not must need different topology, if you use displacement. You actually need one mesh then, and 2 displacement maps. Then you can put one mesh into your level with the one dsplacement map, and the another with the another. Or you can vertex-paint the displacement.