A good tip for overall scene composition and lighting is to blur your vision while looking at a screenshot. Are there areas of interest that draw the eye? Or does it just blend into a grey blob?
You can 'fix' this shadow bleeding using the command e_GsmRange Size of LOD 0 GSM area (in meters) The smaller the more precise close range shadows get.
Basic working is: Additive blended blobs stack up. A post process then goes over the resulting image and uses the luminance to scroll through a texture which defines the bands. That's it!
Not currently, no - this is hard-coded. We can definitely look into changing it in the future. :) The hard light blending only applies to masked painting. Using a color layer will bypass this behavior.
The pbr part is irrelevant. I'd imagine it's multiple shaders that tile with either vert paint or unique texture maps to blend in damage etc and then a bunch of decals slapped on top
I support that decision to look into it haha. Right now I'm considering doing a long work around by blending singular random Rows of the pattern on top of each other....
Hey xChris... its using displacement for the showcase :) We did blend the texture sets through height lerps, since almost all the textures where highpoly sculpted...
UDK really likes to do this with the lightmaps. Maybe this will help? http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-03-how-to-fix-light-shadow-lightmap-bleeds-and-seams.php
the vertex blending is very haphazard and too solidified. try to make it more spread out and less caked up seeming. are you using ambient occlusion in your textures??