Vertex color painting :: Yes...but...WHY ? I never truly understood the WHY of it

Many 3D application have the ability to vetex paint, but I never understood why.

1: You need more vertices to allow more “resolution” for the texture to interpolate correctly…why not just use texture paint and set a higher texture resolution ?

At least you can always downscale the texture map later and you don’t have to F with the model’s topology JUST to be able to paint it [WHY would you purposely densify your model JUST to be able to vertex paint it with the same clarity that normal texture painting can give you with a higher resolution map anyway ?!! Why would you make your life difficult like that ? Denser model = difficult to rig and animate why would anyone do that willingly ?]

2: It is not like you will have seam/wrapping problems with texture paint, Blender’s texture paint is incredibly robust [or even just good enough…way good enough] and you even have stenciling abilities, so why would you ever use vertex paint ?

3: Game engine are very compatible with traditional texture map anyway, since the way colors are stored in vertices are so proprietary across applications, so why shoot your own foot ?

I never understood WHY anyone would use vertex paint.
Does it affect my day to day ? No.
I just don’t understand the mentality behind this concept.

Can someone help me understand this ?

For starters, you can define regions (on your meshes) for various shader effects without creating gigabytes of texture maps (which would be the case once you have done a lot of complex scenes). It is also very fast to use and the data itself uses very little memory.

If you had a model made of multiple parts, and you want to have a different value for one shading effect on one of them, you can either create another material (inefficient) or make a mask with vertex colors.

Then there’s its use for splatting (on meshes like terrains).

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Currently, discussion are about vertex painting in sculpt mode.
Resolution is not seen as a limit.
Most of people are sculpting really heavy dense meshes. So, it is assumed that if you have polycount to sculpt details, resolution is sufficient to paint those details.
Final target is to be able to sculpt and color same area, in one brush stroke.
Interest is to deliver a quick concept before or without spending time, to make a retopology of a low poly model, unwrap it and bake textures.

In the 90’s, early 2000s, games were not able to handle weight of heavy textures and multiple of them. Especially, online games. At that period, the way to color a mesh without using textures or multiple materials was to use vertex color.
That is fun that you are associating vertex color to heavy stuff. That is present in all main 3D application since decades. Because decades ago, it was the lightest way to color a model.
And that is still the case for people that are considering that a low poly model has a polycount around 100 tris.

The real WHY is why only 8 of them in 2021 :frowning: