Yes, vertex colors for the win. Just divide large surfaces in some different polygons and you will be able to vertex paint them with great results. Take a look at Dragon Quest IX (NDS) graphics, it makes massive use of vertex painting on the scenery: Look at the fifth screenshot. Grass appears to be so colorful, with…
My experience with large terrains: 2 racing games, approx. 8km x 8km map size - the terrain is sculpted as one big piece then chopped up into sections for artists to work on the smaller pieces - I brought the smaller pieces that were adjacent to each other into a file. I would then use a script that automatically blended…
I have these shortcuts for the delete stuff. UniRemover needs some work though. Only shift+x is using a custom script. All the other shortcuts are default max commands. X Delete objects. CTRL+X Deatch (poly) ALT+X Colapse (poly) SHIFT+X UniRemover Uni RemovermacroScript UniRemoverCategory:"Pedro…
Vertex lighting is independent from vertex colors, you can have both on the same mesh. Vertex lighting sort of uses the same approach as vertex colors but to cast fake shadows on your object in the viewport quickly. Calculating shadows is what ties up a lot of the processor time when you click render or when you build a…
Just out of curiosity, what exactly are you making the pivot do? Isn't setting a pivot on a vertex just a matter of holding d (pivot mode) and v (vertex snap) and middle clicking over the vertex you want?
If you import it as a FBX it should bring the vertex colours in. Make sure you have replace vertex colours turned on. http://udn.epicgames.com/Three/FBXImporterUserGuide.html Then you just have to setup a shader with the vertex colour multiplied over the top of the diffuse.
If you are blending based on vertex colour or vertex alpha, then you need a plugin to paint vertex colours in Unity. There's a bunch of them on the asset store. If you are using an image-based mask you could try the TexturePaint plugin on the asset store.
+1, Marmoset's fantastic for character and prop artists, but environment artists use this sort of thing a lot and we can't really use marmoset for beauty shots of our stuff. Shaders wise, I'd say most definitely we need '2 Splat' Vertex Blend - this blends two 'materials' (sets of input textures) based on vertex alpha -…
[ QUOTE ] vig, i may not be understanding your proccess, but how is that different than just taking the 2 textures and blending them with a mask in photoshop? The reason Crazy butchers script is nice, is it doesnt make you have to bake down the texture, it blends them on the model so you can have 2 seperate textures.…
Now I just need to pack all of these into +y +u. I feel like I'm doing something wrong. I'm zooming in and matching symmetrical UVs vertex by vertex, using the move tool with snap to vertex. It's really slow...