CrazyButcher wrote: »
shading is based on normals, old school "bumpmaps" were simply converted to normal maps, or used "directly" in "emboss bump mapping", which was a different type of shading hack (not suitable for a unified shading pipeline)
Apparently you can vertexpaint on meshes straight in unrealeditor now: http://udn.epicgames.com/Three/MeshPaintReference.html
Using this + this blend shader = awesomeness!
Indeed, although it seems not to be as responsive as doing it in max. But final touch ups, it's going to be great tool to have.
gamedev wrote: »
Hmm, I have not experienced any sluggishness with it. It's pretty cool though that you can now store unique vertex color for the same meshes. So using the same wall over and over w/ unique material blending via vertex color rocks!
Virtuosic wrote: »
Ya i'm going to be doing a tutorial on how i put it together. I'll go over the math so people understand. It's actually super easy.