Hi everyone! I am having a problem i cant figure out.. So i have this ground plane: Now, i would usually use this method to blend some grass or some other texture to breakup the tiling: http://www.polycount.com/forum/showpost.php?p=1009650&postcount=637 But the problem is i am tiling the texture which is part of a uv map.…
you can change the UV channel in the UV coordinate node, though I don't know if that works in mobile. the main down side to multiple UV channels is that it is stored as addition geometry information. If you have a dense mesh that you exspect will be rendered often(such as mountains, terrain or buildings) it will chew…
but i would need the grass texture be a seperate texture for that. I can't choose any other texture but the one i am using. Unless there is a way to make udk select a different UV space. Of course this would all be solved with the multiple uv's method.. was just wondering if there are any drawbacks on it.
You also lose one of the benefits of vertex painting your texture blends: variety. If you're importing your mesh with vertex colors, then every single instance of this mesh will have the same texture transitions. Vertex painting in-engine is a much better option, since you get whatever variety/specificity you need, with…
I was wondering this exact thing, so it's fresh in my mind :) If you want to have the texture you're going to vertex paint on one sheet just create a separate uv channel and unwrap again (mind you 0/1-1/2 are already taken). Once inside UDK you can use a "Texture Coordinate" node that can switch between UV channels.
you could do the vertex painting in max or udk, dosnt matter. the nice part about doing it in udk is that each instance of the mesh can have differnt vertex colours
Really great answers here guys! Got it to work perfectly! Thank you for the help! I would like to know if it is possible to show the the painted vertices within the 3ds max viewport? Like can i paint the the vertices in UDK and show up like that in max?