since the MeshBrush summer update, my primary focus was on my newest creation for the Unity asset store, which has just been released: VertPaint. It’s available right here, right now: http://u3d.as/X8N
VertPaint is, as the name implies, a vertex color painting utility. It’s not only that though…
Its main goal was to provide a pleasant level designing workflow for artists in Unity for a fair and affordable price. The interface had to be simple, compact, as user friendly and efficient as possible. I hope I was able to achieve this, but VertPaint doesn’t just paint vertex colors exclusively; it also comes with a fully generic so called “shader prep utility”, which allows you to quickly repack texture channels into texture maps for shader preparation.
And speaking of shaders: VertPaint also ships with a relatively big set of custom shaders that allow you to blend your PBR materials on meshes based on their vertex colors. There are shaders for 2, 3 and 4-way blends with each 3 levels of quality/complexity (from simple lerp up to height-based blending).
Extensive tutorial videos will follow shortly (within a few days), and I’ll post them here progressively as soon as they’re live. Stay tuned for more content as well! And until then, feel free to ask any questions you might have about VertPaint down here. I’ll try to answer asap.
So here’s the first tutorial video live on YouTube:
I created a YouTube playlist to which I will add all future VertPaint related videos. Check it out, and maybe even subscribe if you want to stay up to date
I must ask: does the mesh your painting on need to be subdivided a bunch? I was thinking of purchasing this asset so I could paint puddles and dirt on flat industrial surfaces, of which wouldn’t technically require generous subdivisions.
Well, it depends on how detailed you want your puddles to be. The included shaders provide nice and variated blending effects if used correctly. You could for instance choose to only subdivide the area where you want your puddles to be inside your modelling application (with a few extra polys around it to make light scatter better). Then you’d leave the flat areas untessellated… and VertPaint + its shaders would do the rest. If you need further assistance with that, you can contact me in private and I can provide a working example within a few hours.
Cheers
Hi there, I just tested it on 2018.2 and it works (and I even kinda feel like it’s even smoother than before, hah).
I attached a screenshot
All the best and have a nice week
Oh damn, I didn’t notice this huge problem. I’m so sorry! I just added this to the asap fixes.
Thanks for pointing it out.
I might have bad news though: on mobile you can have less texture samplers than on desktop… It’s possible that this will be impossible :S
I’ll dig into it as soon as possible and do some research & development.
Perhaps with the new Unity 2018 shadergraph there is some way to circumvent this, but then the retro-compatibility would suffer…
I’ll let everybody here know if I come up with something. Thanks again for the feedback. Highly appreciated!
Cheers
Hi @GlitchedPolygons , I like the look of your assets. I had a question about your Vertex Painter, does it offer a triplanar mapping mode for meshes without defined UVs? Or do you require that all meshes have defined UV maps? Thanks!
Hi Noogy,
Thanks for asking! VertPaint does not have that feature yet, sorry!
But I put it on my list, maybe I will implement it in the future
All the best, and have a nice weekend!
Just purchased vert paint and it has a compile error on line 772 of the vertpaintwindow.cs script. A screen shot is attached. Is there an alternate script or patch available?
Thanks for the quick reply. I think I’m already onto something (according to the API docs, Unity decided to deprecate one overload of the color picker field method, which now causes that method call ambiguity).
When I come home I’ll investigate further, expect an update soon