Hi,
Thank you for the response.
My current Workflow is to produce the assets, trees, plants, props etc in a series of different 3D modelling programmes, output those as OBJ. Sometimes I will convert those the FBX. In the same Mesh folder are stored all the Texture Maps, including an array of Maps for different Editors.
Opening up an Engine, I import those common Meshes, along with its MTL files, and Textures, bringing in additional maps to suit the Engines shaders.
At this point, none of the Meshes are Vertex Painted, except for the Wind Colourations held in the channel of the UVs.
These are then setup with Materials I create within each Engine/Version. Adding Vertex Painting and say Moss, Snow, Dead Leaves etc, is a new portion of the Workflow, to add to the products value to our clients.
This has worked across all the Engines I produce Assets for from the pool of meshes/textures I create. Unreal handles the process slightly different to Unity and other Engines, but they all share one thing in common, a âToolsetâ to do that work. Unity, since its Introduction of the Pipelines, has made the Polybrush tool defunct and without a replacement. I can see nothing on the roadmap to suggest a replacement is in the pipeline.
As you can see from the picture, I have created a workflow that uses a scalable âdomeâ mesh that uses Nanites in Unreal, to give the Moss depth, that will serve well with Snow, Dried Leaves etc etc⌠that doesnât need to use the Landscape Layer, with its washed out colours that do not match, and give greater flexibility. That can use features like Nanites and Tessellation, combined with Vertex Painting for greater control. Simply spraying a colour or texture doesnât give control over Normals/Displacement etc. The Latter, Unity is way way behind other Engines on, now they no longer have Vertex Painting for the Engine, except in the landscape. Many techniques I have learnt, using Vertex colouring, are now no longer viable in Unity.
The addition of the Vertex Painting feature is relatively new for my Assets. I normally build a workflow from an early Engine version and progress that through the various Engine Versions for compatibility. No problem in all the other Engines I sell Assets for, but Unity has created a barrier with the dropping of Vertex painting tools compatible with the new rendering pipelines.
Here is the next issue to compound that.
Assuming I had a shader that would allow for texture assignment to vertex colour mapping, it cannot be one sourced from the asset store, as it would be included within my Packs for sale, breaking the EULA agreements. The same is true to other engines, but I do not need to buy anything, I can make them within my workflow for that Engine, except Unity since the Rendering Pipelines made the mesh vertex painting defunct as an option. Making Materials beyond the standard ones provided with the Engine, just for a single Engine, would add to the cost of the products. This is not the case in other Engines with Vertex Painting as standard.
For now, I will continue with the other Engines, with this additional Workflow and just not provide it with Unity Engine submissions in Editors that use URP/HDRP pipelines. Makes it even harder for submissions, showing screenshots of Products in Engine Versions, Pre/Post Pipelines, where features in the Pre versions are better than the Post versions. Unity 6 now has URP built in, which has improved several things, but has also taken a step backwards in areas in my opinion. What has made that worse, none of the Tutorials and Information have been updated for years in their manuals and website.