When you import the static mesh there is a checkbox in the dialog that pops up that reads "Replace Existing Vertex Colors" . By default it is unchecked. If you check this the max vertex colours will replace the in-game vertex colours on the mesh.
also, if you want to vertex paint pools of blood in the cracks of the tiles or whatnot, you could take use of the alpha channel for the vertex colors. :D that would be neat.
Hey, so I've got a little question about vertex colors. So I have an older static mesh in a package that has default vertex colors (all white) which I want to replace with a new spiffier mesh that has some vertices with custom colors (mesh is a tree branch, vertex colors used to vary leaf colors much like you'd see in…
Jordan, I think I've found a pretty serious bug. I'm trying to create a material that lerps between normals based on vertex colors. Problem is, Vertex colors seem to break as soon as I use a Vector Transform Node on my reflection vector. You can recreate it like this: -Use some static mesh and paint vertex colors on it.…
yup. u can set your channels like this. default texture with no vertex colors is a clean texture R. adds the cracks G. puts in the completely damaged tiles B. pools the blood starting by filling in the cracks id definitely recommend the 3dmotive tutorial on vertex painting
vertex colors dont work with a transform node unless you have per-pixel camera vector enabled. This is in the material options. there's a really long technical explanation for this but I'll just say there aren't enough interpolators to have vertex color and transform node so calculating the camera vector in the pixel…