I've added more depth to the main stone material and played around with lighting/volumetrics. I've also made a material for the rock wall with vertex blending, still need to break up the big shapes and seams though, so i'll probably sculpt a smaller rock to add some variety.
For the moment you can't export layers individually automatically. However you can hide the layers you don't need and only export the rest. If you use the default export preset ("Channels + normals") you will be able to get only the part you want with the proper alpha channel for blending it.
Creating sound effects is like texturing. Its good to find recorded samples (or record your own) but you still need to mix, blend, and modify them to get your sound effect. Recorded samples are like photo sources in texturing, they are just resources used to get to the final result.
Material definition continues. I am using a combination of photo textures and Substance Painter preset materials. I'm using layers and masks to blend between cleaner and more dirty versions of the same idea. After that, I'm adding extra layers of dirt and rust and so forth to increase definition.
Lifestealer is surely grotesque as he as a bad case of hyperdontia and exposed tissue and bone, not to mention his blood trails from his hands. Bane also has slit wrists which are constantly bleeding grape juice. It just seemed odd that Pudge was stitched up, and those heroes are not in the workshop.
Sorry, I forgot to mention that UE has issues with alpha blending transparency. (as you've discovered) The easiest way around it is to set up your window with 2 mat ID's in your 3d package and assign 2 different materials to the object in UE - 1 as the window frame and 1 as the glass.
Hey folks, Daan here with a new portfolio update! This time I'm getting technical with a dynamically moving torch, a wave shader with foam blending and a camera distance-based shader that tessellates and clips vertices, handy for moving through low-poly meshes such as walls or boxes. https://youtu.be/ywUtkol3gGQ
It's often combined with the diffuse, though it can have advantages to keep the AO as a separate file. In this example, I used tiling textures without any shading in combination with a lowres map to get nice shading and detailed materials. And I could also use the AO to blend some grime in the crevices.
Great to see such a positive response! Thanks everyone. As for the method, most of these textures are done in the fashion of Rooz3d's/Behrooz (who is one of my personal heroes) and most of them are not unique, just creating a bunch of rock shaders, brick, tile, trim and blending them in about every way imaginable. :)…
I didn't even notice that there was a skeleton in the image until Razgriz mentioned it. I may be a little slow, but I probably not the only one. I would find a way to bring him more into focus. His color blends him into the tree right now. I love the progress though.