Hi everyone!
I am having a problem i cant figure out..
So i have this ground plane:
Now, i would usually use this method to blend some grass or some other texture to breakup the tiling:
http://www.polycount.com/forum/showpost.php?p=1009650&postcount=637
But the problem is i am tiling the texture which is part of a uv map. Meaning that i have to facemap the tilling. Any blending images i paint would just tile with the texture. So my question is how do i manage to blend this texuture knowing that it's part of a texture atlas?
Replies
Use a second UV channel.
but i would need the grass texture be a seperate texture for that. I can't choose any other texture but the one i am using. Unless there is a way to make udk select a different UV space. Of course this would all be solved with the multiple uv's method.. was just wondering if there are any drawbacks on it.
why cant you use 2 textures?
also yes you could do multiple UV's and blend between the 2 uvsets with vertex paint
Vertex Blending:
[ame="http://www.youtube.com/watch?v=LI4ZHVDuiKo"]Mesh / Vertex Painting Basics - UDK Tutorials by Javahawk - YouTube[/ame]
If you want to have the texture you're going to vertex paint on one sheet just create a separate uv channel and unwrap again (mind you 0/1-1/2 are already taken). Once inside UDK you can use a "Texture Coordinate" node that can switch between UV channels.
the main down side to multiple UV channels is that it is stored as addition geometry information. If you have a dense mesh that you exspect will be rendered often(such as mountains, terrain or buildings) it will chew through your geometry budget.
though one extra UV shouldn't be a big problem, any more you might start seeing problems.
here is the UDN document for texture blending but i think that's more for detailing
http://udn.epicgames.com/Three/MobileMaterialReference.html#Texture Blending
mobile does support some vertex painting in the newer versions, which could work but will give you that fuzzy transition between textures, and can get expensive as well.
I recommend taking a look at the citadel mobile map that comes with UDK. they use multiple materials, tiling textures and carefull overlapping of UVs to create terrain. the end result looks great but requires a lot of pre-planning in the modeling and UV phase.
I would like to know if it is possible to show the the painted vertices within the 3ds max viewport? Like can i paint the the vertices in UDK and show up like that in max?
You'd have to use ShaderFX in 3dsmax in order to create a FX shader for the viewport that imitates the behavior of your UDK shader. That way you can paint in Max then export that mesh out to UDK.
the nice part about doing it in udk is that each instance of the mesh can have differnt vertex colours
Another question I was wondering is if it is possible to show one of the image channels in max? Like you do in UDK..