i’ve a short question which could save me some time on my current work. I want to know if its possible to import the painited vertex alpha information from max into ue4 and define exactly the black values to texture (1) and the white value to texture (2). And when it’s possible how to export and use it in ue4?
I know the way of blending two textures in ue4 itself. but it is possible to bake an alpha mask out of this painted stuff? i ask this because if i want to create a blending look with not final textures i need to do the same with final ones again. if it would be possible to save the first “test”-paint directly i could just reassign the final textures to it and all would be done.
I hope you get what iam looking for