Yes, I thought something like that could have been used. I just wonder, if it was used on walls it would be like an ancient form of decal? Would there problems like artifacts from clipping?
Yes you are right. I know that this is common for terrain. Could I do this for many assets? Like those walls in the FF11 prints? Would it be expensive on the performance of a game?
I wouldn't pay much attention to how the exported models look, it's quite likely that they've just done something incorrectly during the export that's broken the textures/shader. I think you're right in that it's using vertex colours for blending, although even if it's not, that's going to give you the effect you want…
Hello. I was trying to create some scenes in the styles of games like Shadow of the Colossus, and Final Fantasy 11. I got curious about how these games deal with texturing. FF11, when you look ingame, the assets seems to have blending textures: But then I saw a video where a person extracted this assest into unreal, and…