Hi! To start off, I am super new to Unity and most of its aspects. Literally, I grabbed the program last week and tried to venture into this thing with little coding and 3D optimization knowledge. All I can do is model and animate things. My assets are made in Maya 2014. I heard importing Maya-made assets of anything is a…
I'm not sure anyone uses un-textured models anymore. Regardless to whether or not you want to use vertex color, you should be doing UVs and textures. If for no other reason than newer 3D engines such as Unity and Unreal need the model to be UVed so they can bake lighting information.
I don't think that Unity, out of the box, support using vertex colours as diffuse. You will have to make a special shader that can do that. Or you can probably find one online somewhere. Also if you want a hard edge between colours like you have in your example. You will have to split the edge there otherwise the colours…
Woops, may have worded that wrong. I still stand by UV-wrapping is hell (maya's 2014 UV tools leave much to be desired), but I do certainly handpaint/UV when the style calls for it. In this case, vertex coloring is more efficient. Even if I did UV+texture, it'd be the same result, as I was going for the flat look. Though…
I think that vertex colors is a viable solution for certain game styles. If you don't use lightmaps in Unity or Unreal I don't really see a need to UV unwrap the model anyways and both engines I believe can auto generate lightmap uvs. If you UV unwrap a model without any intent on using textures I believe you would just be…