And for the mask/head area as in my first sketch I intended to make it look like a welder mask. But it's kinda not interesting anymore among the surrounding forms. So I change the design to a long shape head somewhat Alien's like.
For the gras - you should change the normal of the plane, or use a transmission mask. Or both. You can read about changeing the vertex normals in the wiki, and transmission mask can be red about on Epics wiki.. Looking forward for the UDK shots ;)
Last time I did big rocks we used a unique low Res mask (basically a curvature map with levels adjustment) to blend between two tileable textures. One nice one and one noisy one to mask seams.
1) Make sure the objects are in the same place when you export as FBX. If they don't share the same space the high poly will fail to cast to the low poly. It looks like they are so that probably isn't your problem. Note: FBX treats the world scene origin (0 0 0) as the pivot for the objects when you export. If you have a…
Ive had a lot of issues like this, while working on masks, i find helpful to load into photoshop the standard textures for the hero, this way you can compare the masks, and figure out and channel by channel what might be causing the weird effects.
They use it to get better shading, and use the hps to make selections and masks easier to create. Looks like there using a lot of AO, cavity, and curveature information that is baked from the highpoly. Also maybe useing the object space normals to mask things.
I made a ripple B&W mask with a radial expontent + Generated Band + a couple of panners for variation and then converted the ripple mask into a normal with 'Normals from Height Map' node. I can post up my material at a later date :)
My guess is that you used information on your mask that rely on the mesh geometry, in this case probably because you used the Polygon Fill. Try to use ID maps and similar colors instead to transfert masks more easily between objects.
Generate random, solid values per tile. Using that + histogram shift/scan nodes you can make black and white masks that separate your tiles: Now just use those as masks for which tiles to do what effects to.
The easiest way too approach this would be to set up a few layer sets for each material layer and then mask between them. I see three distinct layers of material in those photos. Use the photo source to make your masks.