I don't see why not, unless they're something important and dynamic? Considering how tucked away the Green is, the user will almost never see them an an angle to make them stand out and glow, so a simple 'bleed' of your diffuse should be enough.
I'll grab some Marmo renders tonight then Mon246, and thanks for the advice Matt, have taken it on board and applied it to the environment! (Well, the vertex blend at least, I was messing with that most of today getting it set up, so I'll do some detritus next)
What i usually just insert a sphere at places where close holes isnt helpful and divide it after that just sculpt over it to blend it with the orignal mesh But i only use it when i cant afford to dynamesh a mesh or a sculpt is in final stage
You could certainly do unique sculpts for each part. But I'd suggest making a few tiled textures, and painting blends between them using vertex color (or a mask texture). This will give you more texture detail, and take less time to make.
So here is what I'm at so far, i have some textures on a couple objects to get the feel of how it will blend together and here is everything else i have in the scene And heres the typology on my old walkway vs new OLD NEW
Hi! Looking good so far but definitely you could use some things to break the tiling on the floor!! I can think about two options there: vertex painting to blend other texture (dirt or moss) or just decals maybe? (water or other).
Nice work! This is coming together nicely. Might be nice to get some separation between the lower body and the cloak though. They're kind of blending together at the moment. Maybe some bigger folds in the cloak from behind as well. Really sell the fabric look.
Excuse my noobish question... Though, when projecting the wood texture are you blending the seams too within Modo? Or is that simply fixed in Potatoshop? I'm yet to learn Modo and curious about its capabilities. Loving the work though :) Top dog :D
Normal maps are pretty much used for everything in current gen games. Displacements maps are mostly used for terrain, waves, and effects, but can be used on higher end PCs. Displacement maps can be similar to height maps which can be used for blending textures.
You da man!! I added this little piece to the shoulder and merged the vertexes but it doesn't seem to blend in with the rest of the character. I can't just add pieces like that right? I have to extrude them I guess or is there some other way to fix it.