The problem with using blending modes on top of a grayscale is that you tend to end up with your color really only changing in value and not hue/temperature. I prefer to use gradient maps to convert grayscale to color, and work on top of that with non-blending mode layers.
Thanks for the answer! That's how I actually did it at the end. Managed to setup a Vertex Color + Heightmap blending and also added some Bump Offset, couldn't make a POM shader combined with a height map + vertex blend so this should do the trick for now!.
The composite material was updated in 2008-09. 3dsmax 9's version is fairly old and clunky but I think it might get the job done. I think the biggest difference is in the blending modes, the new version works like photoshop's layer blending modes.
I agree with Shepeiro, the contrast between the wall and the ground is so striking, you should blend some more in the corners so you have a nice transition. If you're using tileables, you could use some alpha blending to smooth those transitions.
Whoops, my bad. I guess it threw me off when he said he would be applying a moss vertex blend on those in UDK. I automatically assumed he would add dirt and moss with vertex blend and leave the rocks like that.
You can use a tiled texture but blend it with a larger texture. So you have one giant texture for large scale details and tiled textures for the smaller details. This needs a shader designed to blend two textures together.
Make sure they're using the same V-Ray version as you. Some maps and blending might be interpreted differently in older renderers. One thing you could try is baking the textures down into single flats with no blending.
green means, you have a constraint and keyframe animation controlling your channel, as we can see in the picture. This can be blended with the automatically created Blend Orient attribute. http://download.autodesk.com/global/docs/maya2013/en_us/index.html
I agree with Zipfinator, this would be a great place for some vertex blending. Just take your current floor model and deteriorate it some and blend the two. It would work great for the walls also but in reverse, less damaged. :D
But I want /need it to be in modular pieces not as one asset? Im not sure what you by the shading, those are hard 90 degree edges? But it's like the trimsheet normals are bleeding into each other or something. When I snap the UV's to the UV grid lines, same settings as I used on the viewport grid when making the trim…