Yesterday was not leg but feet day =) I blended all the volumes together and reshaped the main volumes a little bit more. Furthermore I pushed the shape of the ankle to have a more interesting shape. Well and a question would be toenails yes or no .....
Added a Plain and pulled some faces to try to get it looking like sand built up over some time. Once I bring this into Unreal i'll also work on a Vertex Paint Material to blend in the other areas with the sand.
it looks like blend between Hind and Comanche in general its great but i think that you should try it without that circle upper dont know for others but for me its kinda out of place, dont see purpose for that piece
You would have post-process volumes for inside and outside, so you can control the exposure adjustment separately. You can change the adjustment speeds, and the blend radius of the volumes, to help tweak that transition from interior to exterior.
Yeah, I think it's just a ramp shader. Seems it's at most 2 lights and some ambient value. You could blend between those fairly easily. I've done similar stuff to this and it's all just driven by a ramp shader.
Many tricks available to help hide tiling artifacts. Texture splatting, which means blending 2 or more tiled textures together on the same surface, is a good method and fairly inexpensive to render in realtime. http://wiki.polycount.com/wiki/MultiTexture
Jerc said: "...adding that transition to make it push inward or outward." I uhhh, I understand changing the channel blending modes, thank you very much for that but it's this last part that I'm not getting. Can you be more specific, sir?
Repetition of tiling textures and modular elements can be broken up in a number of ways. Material blending, decals, prop placement, lighting, etc. Be sure to check out the polycount wiki if you haven't already, there's a lot of really useful info there.
curved line is more prone to jaggy edges doing straight horizontal and vertical lines like in your first post and the example i did it doesnt really pixilate. that shader does put the vertex blend over both btw
@bcarter Thanks, I completely agree. I'm not sure what that best way is. I brought a shadow gradient from the one side to darken where he is but they are still blending. I'll try to separate those better if I can.