
Using Vertex Colors + RGB Masks for a stylized Unity character — any pitfalls?
Hello guys,
I recently scrapped my previous character model and started over from scratch.
Normally I follow a strict concept-to-3D pipeline, but this time I tried “winging it” without a solid concept first… and it completely fell apart. So I went back and started rebuilding the character based on a fan art illustration I drew earlier (first image in the link below).
Current progress / setup:
* Modular mesh setup (Hair, Head, Eyes, Torso, Arms, Hands, Pelvis, Legs, Feet)
* Carefully maintained seam normals between separated parts
* Palette-based texture workflow for dynamic color changes in Unity
* Baked shading into Vertex Colors to avoid overly flat shading
* Eye tracking using a “Sight” dummy
* Morphers(Blendshapes) for blinking, pain, anger, etc.
Next step is basic locomotion rigging (Idle/Walk/Run), then moving into base clothing like T-shirts and jeans.
A couple technical questions:
- Vertex Color FidelityMost of my background is hand-painted low-poly stuff (around 800–1500 tris), so this workflow is fairly new to me.Does 3ds Max Vertex Paint generally transfer cleanly 1:1 into Unity?
- RGB Mask WorkflowI’m planning to use RGB channels as masks for different textures/patterns inside Unity for customization purposes. Are there any common pitfalls or performance issues I should watch out for?
Also, how do the facial expressions feel so far? I’m debating whether to push toward a heavier/more detailed aesthetic, but I’m not sure if that would actually improve the look.
Would love to hear any feedback or criticism.