Hi all! So I was trying to paint dirt on and around rocks and tiles for a flooring project. The target engine this is going into lacks good vertex painting blend support, so I'm resorting to larger texture sheets to have it painted into a larger diffuse instead.
Trick is I wanted to utilize height maps for where the dirt/sand collects. So that when I start painting it'll fill the low areas first before filling the high spots. But instead of blending with the normal map on the layer below, it will need to paint over with the new material. For instance in my project I'm making a stone and brick tower stair case. Intermittently I wanted to have broken spots in the wall with some debris. None more convincing than dirt pouring out from spots in the wall, with some fallen bricks.
I probably could get away with basic brush settings but it would be much easier if it painted into low areas first. Any ideas and suggestions would be great!
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Even if I pile a lot onto a brush it still usually retains some of the normal of what's beneath in my layer stack. Least to say, if I do manually paint the dirt/sand it wont look as convincing if both the normals keep blending.