^ What he said its seams.. not seems Usually has to do with some form of uv blending. IE unwrapping, texturing, then grabbing both pixels on each edge of the seam and blending them together (Though this method is kind of outdated imo. Lots of other ways to do it)
yes the reason is you cant just overlay a normalmap... you need th right math to do that... and mudbox isnt able to do that... you need a special tool like nDo to that kind of normalmap blending... http://dev.quixel.se/ndo http://blog.selfshadow.com/publications/blending-in-detail/
I think a composite map will only blend properly at render time? I don't think its a realtime viewport effect? There might be some other viewport shaders that blend in realtime, like the 3point shader, XOXOXodolo's shader (however you spell his name) or ShaderFX.
I have looked into this myself, but you can't do this in Maya with the default realtime shaders. You can use Mental ray to do these blends using the color per vertex node. The other option would be to find or write a cgfx shader thats does vertex blends.
Multiple materials means more draw calls, which usually means slower rendering. Also depends on the kind of model you're making. A weapon or a prop? Single material. A building? Multiple materials, and blending between bitmaps. A landscape? 1 material with multiple bitmaps blended together.
just a few ideas: how 'bout a normal map compositing tool that lets you blend two or three normal maps together without losing detail in a normal map like you will with photoshop blend modes. having mask features and stuff would rule too.
Amazing stuff, I love the look, the only thing for me personally is the tail, I think the texture is great but no blend between that and the body, maybe a few similar scales on the leg areas or torso could help that blend in more? Also what are you rendering this with please? looks lovely Best Regards Ian S.
Great tutorial, thanks for sharing this. Can you explain why you chose to go for this method, instead of a blend texture in the shader? That would be much faster to paint in on individual rocks etc, and also seems cheaper. Isnt this taking a lot of ressources in overdraw compared to the gain in quality compared to having…
came out very cool. I like it with the low contrast - helps him blend in with the smoke and all - though I think he could even be more obscured, as right now no dust/smoke is in front of him. the blue elements could have been blended in better. they're kind of sitting on top of the painting
also if you want to work non destructively try using layer blending modes and layer masks. (not sure if these have a different name in gimp) you should be able to use a darker or colour burn layer blend mode to create damage/dirt and then use a layer mask to paint where you want it to appear.