Nice stuff. Here is a scan i just processed: https://puu.sh/r0VJS/496dd48fa9.jpg Blending a few textures is simple, but it seems like it gets a lot more complex once you want to make it a non-linear blend via height-maps.
OK, great thanks. Today will try and post here. Can I blend two materials in marmoset with mask or something? I can't find it. Anyway I can blend it in Photoshop. I want to finish textures and start posing it :) Any more ideas?
I'm confused.. do you vertex blend those two textures together in UDK or decal one on top of the other. Someone drop a key word I can google to research this technique please! I'm assuming you are vertex blending those, right?
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.