Vertex painting is the way to go. I'm foggy on the details, but basically you blend two texture sets inside the material based on vertex color, then inside the scene you can paint the vertices on the mesh, adjusting the blend of the two texture sets. Also, you want the base material(s) to be relatively simply in order to…
so different vertex color means different material instances being applied to that specific vertices is it? If its twice as tall as it is wide, does that mean i can make it vertically beyond 0-1?
@grimwolf oowh okay thanks man! does that mean that after i created a procdural texture from substance designer and apply in to unreal engine, i need to make another material instances for that vertex paint? is the concept similar to layer mask in photoshop?
Please do some research before making this kind of topics. These are very well covered ones on the internet, there are countless amount of videos and papers about them, and they are not hard to find. Just type "unreal engine vertex paint" "unreal engine modular texturing" etc...
so im making an environment which has a brick wall. Im planning to make a wall (modular) which i can replicate in UE4. Some questiion: 1. does the wall has to be square? does it has to occupy the 0-1 uv space? 2. and cuz its the same texture, how do you actually make in unique in ue4? ive heard some tehcnique about vertex…