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…
This is what you are looking for: Vertex Blending: [ame=" https://www.youtube.com/watch?v=LI4ZHVDuiKo"]Mesh / Vertex Painting Basics - UDK Tutorials by Javahawk - YouTube[/ame]
I got to get the vertex paint to work in 3ds max with the modifier. But it just show up as black.. Doesn't show the blending. Another question I was wondering is if it is possible to show one of the image channels in max? Like you do in UDK..
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…
Thanks for the input guys! Yeah, i guess i'll do my vertex painting in UDK then. Just one question.. is it possible to view the painted mesh from UDK in max?