This is done by using deferred decals or vertex painting to blend multiple materials. Here's a vid from my YT channel on deferred decals; https://www.youtube.com/watch?v=MyJaS-MF0OA&t=17s And here's one on Vertex painting from Tech Art Aid YT channel; https://www.youtube.com/watch?v=dghCetkArJI
Hey guys, Im making my first post here. Im a videogames Lighting artist of 12 years experience. Just started mobile game project at work and need to go back to old school vertex lighting methods now! Need advice on the latest Max Vertex lighting tools and any useful Plugins available.
still very wip. but the script i posted here http://www.polycount.com/forum/showpost.php?p=1820907&postcount=14 should take a vertex selection and try to make a circle out of it. still very wip, and currently it wont even out the vertex spacing, but if you run it on something that already has good spaceing, it works great.
I remember reading something about specular not working with vertex based light maps. Do you have the Light Map Resolution for your static meshes set to something higher than 0? A resolution of 0 would force them to use per vertex light maps rather than pixel based light maps.
Sure you can. You would use a RenderTexture and Graphics.DrawMeshNow() to render a projected texture (brush stroke) into uv space (by changing the vertex positions into uv positions in the vertex program in the shader). Then blit that into your currently selected layer. You can get a RenderTextures contents with…
If you set it up right, this is what it should be doing. Notice the orange and pink pieces are separate from the tread. The pivot for the orange piece is at the vertex center of the orange screw. The orange is parented to the green. The orange has an aim constraint and is looking at the blue pivot. The pivot for blue is at…
basically u line up the spline to the model u want to cut. than u turn on vertex snap and start using the cut tool to follow the spline. one thing u should keep in mind is that there should be enough loops or edges for u to cut . u want the loops on the object to match up with the vertex on the spline.
Work in vertex subobject. Select the vertex you want. Set the Edge distance to a number. Increase the falloff until it stops. Increase the Edge distance to a higher number. Now the falloff can be increased further. So you can limit the falloff with edge distance. Also try flipping on and off affect backfacing in soft…
@Cremuss Yeah figured as much, cheers anyway. And ye, there is a solution to vertex alpha painting, found it via polycount some year ago: https://forum.unity.com/threads/vertex-rgba-blender-2-5x.254038/ That works, but you need to insert that code snibbet further down in the FBX exporter (from bansheesoft). Hacky but works.
Yeah, you could do a whole re-sculpt if you wanted to with the vines going all the way up, to make the vertex blending texture. That way you could vertex paint on any part of the pillar you wanted to! :P If you wanted to take the extra step you could also do the same with the surrounding meshes.