You could duplicate your object, store a morph target, sculpt in your dirt then under morph target create a difference mesh, then append that back into your main file.
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As Cryrid said, noisemaker plus morph targets are what you should look at. You can even mix noise patterns and adjust intensity with the morph brush and multiple targets this way.
Store a morph target at the lowest level. Do your projection, ideally stepping up through the levels and projecting each time. Finally, return to the lowest level and hit "switch" in the morph target options.
It would help everyone to give better critics if you can include the concept art/ reference image you used as target for this asset. Target final tris count/ poly count would help too.
good model/textures etc. but i have a problem with the fac there seems to be no targeting device or camera/laser etc. how is this supposed to target people or operated by someone if it cannot see :) other then that great :P
I think it is safe to say that LT was not really designed to be used for re-targeting of animation unless you use Human-IK. Modelling and animation for Indie/Small game devs is what it is currently targeting.
If you still have any problems with spikes in the mesh, try saving a morph target before projecting. Then switch back to the unprojected mesh in the morph target menu and paint back in the projection with the morph brush.
Are you kidding? The reason is that art looks better being based off of practical elements like real world historical armour or swords is because it lends to the suspension of disbelief and makes the art more believable thus invoking a stronger connection to the target audience. It simply looks bad. Had any effort at all…