Easy to do with snaps... Lock the selection. Turn on Snaps, enable Vertex snap. Move snap cursor overtop one of the vertices inward from the selected edge, shift-drag outward towards the next vertex until the snap grabs it. edit... here's a GIF
Thanks for the answer! That's how I actually did it at the end. Managed to setup a Vertex Color + Heightmap blending and also added some Bump Offset, couldn't make a POM shader combined with a height map + vertex blend so this should do the trick for now!.
Whoops, my bad. I guess it threw me off when he said he would be applying a moss vertex blend on those in UDK. I automatically assumed he would add dirt and moss with vertex blend and leave the rocks like that.
Dcomella88 : Hmmm that's an odd behavior.If you go into edge,face or vertex mode,but don't select any edge/face/vertex it still doesn't work ? If it absolutely doesn't work in all cases,try to bind this line to a shortcut/MM/Shelf : QuickPipeWindow;
If you can create specific masks or use a pre-vertex painted(in the modeling package) mesh, you could control the blend with a Lerp and use the strength controls as parameters. You'll lose the variety that comes with vertex painting manually, but it might be an easier setup.
what usually makes you edit a cage? in my experience it's often because a vertex got pushed inside the model or because of skewing. those are both projection problems originating with the vertex normals, which more geo helps with (whether it's manual or tesselated)
Our new game on Google play store "DeerJump". http://deerjump.shapeupstudio.in/ https://www.youtube.com/watch?v=VQQuneDaWRs We use unity3d engine and we use vertex color on 3d models. All model have single vertex color material.
Figured it out, for anybody who might have the same problem in the future and finds this thread: I accidentally used the Vertex Color feature once and drew something on the Mesh. I just deleted the Vertex Color map. :) Updates on the texture will follow soon...
You can also help reduce the load on the engine by lowering the number of bones that affect a given vertex. I think it's 3 bones per vertex by default, but you can set it to 2 or maybe 1 if your models are low poly enough.
You don't need the High poly Uvs if you have a Uved low poly you are going to bake to, you can say export and import the highpolys vertex color to Xnormals then bakedown the polypaint with vertex color ticked, at least as I understand it.