Hi there, I don't think I've ever posted anything I made here earlier. I'm a pretty long time lurker tho and it's great to have such an active forum to check out now and then :) Anyhow I've made a tutorial. It's not done actually... I plan to make two versions of it actually... One basic, not indepth ideas on anything, and…
Thanks a lot people! It's really great to hear you find it useful! I'm gonna try and wrap this one up asap. Maybe I'll try and move on to a more specific modular rock/nature workflow one after that. I read that vertex color wiki entry here too. Great stuff. I may do a quick tutorial where I go into some workflow I usually…
Wow, thanks guys! I see this was mentioned on the front page even. Damn, I'm really surprised and happy about that :D (even tho the links seem a bit mixed up, the link to this goes to the second entry and the last two goes to the same page hehe) Really need to wrap this one up now and start on the next tutorial... It seems…
Thanks! Good point there, I'm actually not sure about how that works either.. In UEngine, if you make a a mesh and instance that and then starts painting vcolor on it... It'd be great if it could instance everything but the vertex color info somehow. Just like MoP said in a better way :P Anyhow I'm wrapping up a (quite…
Yeah, I saw in UT3 /UDK you can paint vertex colour, Maybe some engines compress/ignore the 'unused' vetices, say if you only coloured a few choice sections. The main thing is you're still saving texture space regardless, so you can resuse the same shader on multiple assets but get more milage with subtle vertex colour…
JohnnySix: Many game engines allow vertex colours to be assigned to meshes inside the game level editor (eg. Unreal definitely can, id Tech definitely can, I'd imagine Source can too). Not sure how much this helps with memory savings, since vertex colour is stored per vertex, but I would hope a clever engine will only…
Great tutorial, the vertex colours for variation on tiling sets was a nice idea - can these be baked out to an exportable format for some games - say if you want to keep one asset in memory, but assign several different vertex colour variations throughout a map?