My Material Creating. (Looking for feedback)

Trying to create some decent materials. Looking for feedback on any of them. One of the textures I did vertex painting with. None of them can tessellate. I’m probly going to finish up a few more and get them all tesselation and vertex painting together. Looking for some feedback. Ultimately would like to create a good base for any game and see if I cant put something worth while on the marketplace for everyone.

My attempt at a vertex blend between 4 materials. I’ve got to take a break for today. I ended up with too many texture samples. (Error at the bottom) I’m going to have to find out a way to blend my maps together in the different channels. I started to play with the blending and falloff strength over on the side. Only thing not plugged in. (When I noticed the error :mad: ) All the vertex blending is done by a material function if yall want to see it I’ll throw it up. It’s literally the one Unreal put up.

The parameters that I have going on right now. The only loner not under a group is the tess amount that you can’t see.

If anyone has got any feedback I’m all ears.

My attempt at combining different maps. Seems I’m loosing some of the channel information in my combining process. I’m stuck for now. I’ll see if I cant get it tomorrow unless someone else has a better method.

Figured out how to blend a snow based on world location. Yes I made the snow blue so I was better able to see how it blended. Color blended with the concrete to well made it harder to see.

Best way to get rid of the image sampling limit is to make composed maps as you guessed. Paste different textures in color channels of one texture. You can put 4 into one, (alpha is the trickiest in photoshop, tho). This way you will be able to create 3 or even 4 material layers with ease with all features, and also with much less performance hit.
Unfortunately this way you will limit the UV tiling per material layer. But it depends on what you are aiming for anyway.
Use of splat maps or vertex colors is very common for bigger surfaces like walls or terrains. I’ve been making a lot of them recently for almost anything.

Cheers.

Well I got it to work by dropping the noise options and then making the maps for all the materials. Now i just have to figure out the falloff the right way so it isn’t such a hard transition between the mats. Like to get the concrete/moss to flow into the cracks of the tile and bricks first.

Yeah I attempted to play with the alpha channel I’m currently using gimp and it was beyond frustrating. Right now I’ve got the Specular, Occlusion, and Displacement maps all in one texture. Beyond that I will need to do some more googling or get some help from an actual texture artist.

Well I’ve finished the 4 material vertex coloring and tesselation it actually works. I have to go in and rename a lot of the parameters. I did a bit of testing to figure out what did what exactly. I’ll fix it up and throw another picture up of the blending between the materials.

Well. That was a lot of craziness. I got the materials to blend in like I wanted.

Quick Snow blend. Simple parameter controls amount of snow.