
Explore vertex painting to create realistic procedural material blending in Unreal, using vertex color channels to drive material networks, mixed maps, and advanced color alpha blending for transitions.
Explore mesh paint to blend snow and sand using red, green, blue channels and falloff. Use material instances to swap textures and create liquids, wet maps, and aging concrete.
Learn mesh paint basics in Unreal: blend textures with vertex channels, paint Virtex channels across meshes, and adjust diffuse and normal map intensity.
Explore Virtex blending by adding a height map driven alpha transition in unreal materials. Use red and green channels, clamp and divide for falloff, and paint with channels for variation.
Create mix maps to blend liquid and hard-surface materials in Unreal, using a splatter map, offset tiling, and noise to break seams.
Create an advanced Virtex blending material for hard and soft surfaces using parameter nodes, enabling instanced memory efficiency, independent diffuse/normal scale, bump offset, blending controls, and optional soft-surface reflection.
Set up independent UV scales for hard surface, soft surface diffuse, and soft surface normal map, using scalar parameters and a height map to control parallax effects in Unreal.
Explore transition and alpha blending in Unreal materials by connecting height maps to alpha expressions, adding hard and soft surface spec power controls, and organizing materials for consistent scale-driven blending.
Add normal map intensity controls by masking red and green channels and multiplying by a scalar parameter to scale soft surface normals from zero to three.
Enhance snow with vertex displacement in Unreal by offsetting geometry along the z axis using the alpha channel and world normals, controlled by a scalar parameter and an environment map.
Explore integrating an environment map and color tint into soft and hard surface materials, using the texture sample parameter cube, lerp, and static switch controls.
Create a new material instance constant from the master hard surface to blend sand. Swap in sand textures (color, height, normal) and tune height, normal, and soft surface diffuse.
Explore a hard surface to liquid transition in Unreal using RG mix map that blends red liquid, green weather and spider-like mix maps, and blue vertex offsets with alpha control.
Explore blending an environment map with lighting to control water translucency in Unreal, using vector parameters, light vectors, normals, and a bias-controlled translucent effect across diffuse and liquid surfaces.
Learn to create a procedural wet map in Unreal Engine, painting a rim around liquid using the red and green channels, with alpha, offset, and environment map refinements for realism.
Apply finishing touches to a liquid material in Unreal by wiring splatter map scale and green blue channels, with vertex offset. Adjust translucency and environment map intensity for realistic reflections.
Turn water into blood using a hard surface liquid material and material instance constants, tweaking red/blue channels, environment map color intensity, and translucency to create an opaque bloodstain.
Learn to create an entropy painting material in Unreal that sinks red-channel cracks with a bump offset, ages concrete with green discoloration, and offsets vertices using blue and alpha channels.
Add grime functionality in Unreal Engine by blending crack maps into a grime mask using the red/green channel mix. Fine-tune fall off, bias, and clamp to control grime look.
Finish the entropy painting material in Unreal by balancing specular, alpha, and vertex offset, and learn to paint cracks using red, blue, and alpha channels in a shader-driven workflow.
This tutorial takes an advanced look at UDK’s mesh painting features for game art (often called vertex painting). We’ll go in-depth on how to create several advanced blending materials such as snow icing over stones, puddles that react to light, and cracked and weathered concrete.
About the Instructor:
Ryan Smith is a Technical Artist at Gearbox Software, who specializes in technical art and visual effects. With over 10 years experience working with the Unreal Engine, he is highly proficient with 3D Studio Max, Photoshop, and Zbrush. His specialties also include Shader Authoring, Visual Effects, Technical Art, MAXScript, and Optimizing Workflows.