Does anyone know if MTB 2.0 supports blended materials i.e. Cracked concrete overlaying un-cracked concrete. This would be blended using vertex coloring to determine which is visible on what parts of the model?
What you could do for some sort of blending is cranking the intensity of the normal map waaaaay high up and lowering the alpha slightly so that it blends through a little bit, though this isn't a complete solution.
The way the ground texture blends from brick to dirt looks bad. Use an alpha to get a nicer blend. Eat3D has nice tutorial on this if you haven't done it before. http://eat3d.com/free/vertex_painting
Add an extra material id to the skin parts. Its always done like that because blending of different shaders is not possible. However, blending different materials with the same shader is possible.
Adding some vert blending to break up the tileable textures. Moving on to some more props after! I just wanted to get vert blending using a heightmap down.
did you find a way to blend your overhangs? I need to make something similar and seamlessly blending geometry with the tessellated height map seems near impossible at the moment : [
are you changing the blend mode to masked, cody? to see, click on the channel input box to see the base material settings--there'll be a blend mode called masked or something like that.
I would recommend using vertex color for the blending instead of a grayscale texture. Each copy of the pillar could have its own vertex color layout, for unique blends. http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending
It matters because I am not using this for a 3D asset, I need the bleed to be solid. Thats why I am asking. Besides this seems incorrect anyhow, any bleed/padding I think should be solid.