I'm a Passionate 3D Artist constantly trying to improve my skills & Help others to make amazing Art. I Specialize in Hard Surface Modeling & Prop Creation for Next Gen & Mobile Games. I'm looking for a Full Time Job in Australia & would love to work in a AAA or Mobile Studio. I use Industry Standard tools such as : Maya, Zbrush, Photoshop as well as Games Engines such as Unity, UDK & CryEngine 3.
Posted by CarlK3D on Jul 2nd, 2013
For the Basics of Vertex Painting I’ll be Painting between 2 Textures.
Vertex Painting is regularly used in studios to create a fast blend between textures and to give more varied textures on your objects instead of just using the same texture for every object.
First you’ll need a High density Mesh using your choice of 3D Program, for the purposes of this I used a wall With 8x8x1 subdivisions equaling 320 Tris
1. Set it up in your UDK Scene, and build lights
2. Go to Content Browser/ (Your Package you saved your mesh)
3. Right click/ New Material
* Right click will bring up all your Menu for every Node you can use in the Material Editor, you can type the name in the search box or just look through the tabs yourself to find that you want
4. Add a “TextureSampleParameter2D x2 under the Texture Tab. since where Painting between 2 textures we need 2x everything
5. Rename Everything appropriately (Diffuse_01, Normal_01, 02 and so forth)
*Note : Crtl + C is to Copy & Paste
6. Next thing we need is a “Lerp” which will Multiply both Textures but uses Alpha to Mask out which ever part of the Texture you don’t want.
Connect the Lerp Target to Diffuse, A to Diffuse 1 (RGB Channel) B to Diffuse 2 (RGB Channel)
7. Which means we also need a “VertexColor” of white for the Alpha, Plug Vertex Color (Red Channel to Lerp Alpha Node)
*Note : This will be very confusing at 1st but like everything It will get easier the more you do it
8. Press the Green Tick because were done in the Editor to this Tutorial, Save your Package out
then you can just drag the Material onto your Mesh.
9. If you want to tile your texture Create a Node called TextureCoordinate for your Diffuse, Normals & Spec and tile then via UVTiling
10. Select your mesh & Click on the Paint Brush “Mesh Paint Mode” and Use Ctrl + Left mouse button to paint
11. Adjust Radius and strength to suit & Set the Channels to Red only since the Vertex Color is set to Red Channel
*Note : Like when Painting Weights in Animation Rigging or Creating a Spec Map, White is 100% Opaque whilst Black is 0% as in Invisible.
So to sum this up your Masking between 2 Textures like Masking in Photoshop.