Hi everyone on the Unreal forum.
I have just started working with Unreal 4 after my team decided to transfer our game project from Unreal 3 to Unreal 4.
So far Unreal 4 is amazing! But of course I am having a few hiccups adjusting from U3 to U4. At present I am trying to re-create one of the main materials we were using in U3
in U4 but for some reason it doesn’t want to work. I’ll explain.
In Unreal 3 we were using an Atlas Texture for our Vehicles. The texture itself is Black and White, but we were tinting the vehicles with Vertex Color and adding coloured details and decals etc
by using a 2nd UV Layer that contained a “Paint Overlay” (Think of applying stickers on top of a painted model.)
So in Unreal 3 the Material looked like this:
And the result was that we had a vehicle with a black and white diffuse, tinted in appropriate areas with vertex colour and detailed with decals etc. It worked really great!
So I am trying to recreate this exact same Material in U4, but for some unknown reason, the exact same material set up in U4 does not create the same result sadly.
The problem is this: when I hook up the “Texture Sample Paint Overlay” to the Linear Interpolate (Lerp) B and Alpha Channel, it successfully applies the Paint Overlay to the model, but
at the same time, it cancels out the effect of the Vertex Colour. If I unplug the “Texture Sample Paint Overlay” from the Lerp, then the Vertex Color effect can once again be seen in effect.
The 2nd Texture Sample with the Paint Overlay seems to be canceling out the Vertex Colour and I have no idea why.
Heres a screen of my attempt to recreate the Material in U4:
So as far as I can tell the two materials are identical, but they are giving different results from U3 to U4.
Could anyone shed any light on this issue? I would be very grateful thanks a bunch!