Typically, you want to blend the two texture sets in the same material, but yes, you can blend 2 materials with vertex painting pretty easily. You can also use the AO to control blending, which is nice when you want a dirtier material that would collect where AO collects.
Not that hard to blend bump maps, you could even blend one in per-vertex if your code supported it, like the left sleeve gets wrinkled in a certain pose. Gonna have to check out that game. Taron did some interesting work blending displacements together, worth a look. http://www.taron.de/
Oh ok, I thought it was used like a normal map where you blend it together with the diffuse. So this is just to improve the look of the diffuse texture by blending it it for the extra details... Interesting. You think there'd be a way to just assign it to another material slot and have it auto blend like a normal. Thanks…
looks like just an AO bake. really hard to critique that. maybe it would be easier for you to start with a greyscale to get a hang of volume and forms. start sketching in where you want the lines, outline shapes, etc. then paint in the highlights. and then it's all blend blend blend. start simple and work your way up.
By decals I mean rather something like Photoshop smart objects. It's kind of possible to make them blend same way as this Mari video shows ( through groups clipping) but Photoshop is so slow and layer stack is insane for that. As of tweaking in engine I am talking not about actual in game decals but rather texture…
Passing along the solution that worked for me based on conversation with Marko S, an Autodesk employee that was able to help me through this whole thing. 1: Blend materials should be available in Maya 2019 and the fact that it wasn't for me means it's missing. I plan on resetting things in the future but at the current…
If I correctly understand you there is a way to do it but thru file edit. If you go to your QUIXEL folder ...\script\presets\Materials\... or your shared presets folder you can find a .xml file called like your material (just search it there). Open it with Notepad of Wordpad and you will see something like that. (If more…
Glad you like it :) Essentially yep, just tiling textures with floating polygons, and the details (buffers, weapons, etc) are just gonna be standard props. The trick is to approach something this scale in almost the same way you should approach texturing (and material-ing) and environment - good materials, blending to add…
Usually best to use a separate material for semi-transparent parts, like the kind of glass on that clock. Alpha blending is often expensive to render. Also often you'll get sorting errors if the whole clock model has blending enabled. UDK and Max use very different methods for alpha blending. Did you RTFM?
Thanks :) . I have two materials. The first one blends with a world aligned dirt-texture, the second one blends with a world aligned grass-texture. The shadow is a simple bumpoffset Okay with one more texture I can blend between dirt and grass, but not sure whats worse. Two materials or one more texture.