If you import it as a FBX it should bring the vertex colours in. Make sure you have replace vertex colours turned on. http://udn.epicgames.com/Three/FBXImporterUserGuide.html Then you just have to setup a shader with the vertex colour multiplied over the top of the diffuse.
ahh i got it working! i've done vertex painting in udk but didn't know vertex color information could be transferred without a map! pretty neat. thanks
How about baking the AO into the vertex colors? Or applying a second set of UV coordinates? The only other option I can think of is to do the AO in real-time in your game engine.
First of all thanks for the advices! I tried it with the radiosity. The results are not too satisfying. Also it seems that the 3point shader lite I am using is not displaying the vertex paint in the viewport. Anyway, maybe I will try it with two UV-layouts. Do you guys have a quick explanation how I set up two UV-Layouts?…
Having a light shining on AO doesnt actually remove the AO. The AO is still there, but you just cant see it because the directional light is lighting up the surface, and therefore removing the effect of the AO from that area. Afaik AO and diffuse/specular lighting are done in seperate passes, so there is no way to remove…
I think it's this one? http://advances.realtimerendering.com/s2010/Hable-Uncharted2(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).pptx Basically, what Cyrid said, the AO map should 'appear' in the shadow-ed part of mesh, while anything hitting with direct light should be washed out, true values, bleached, etc…