Awesome. Glad you figured it out. In the future, you may want to ensure a bit more padding between each UV island to prevent pixel bleed over when it accounts for mipmaps.
New destruction is looking nice. Are they decals or did you go back and add Vertex Colors for a blend layer? Congrats on the Crytek Twitter post too :thumbup: Looking forward to seeing more
If this is about baking light information into a texture, then there is no proper blending mode or ratio. Try something and if it looks off, adjust the values and try to push the result towards something you think looks better.
I agree with both Angel and Rawbert. I also think the whole sword should be shown or at least more. Also the contrast between the background and the sword should be greater. They kind of blend together.
really good assets and lighting, composition of objects could be better in places and blending of foliage with ground looks a little odd in some shots, its still pretty awesome and looks true to the references
Yeah, the floor is literally just the CE3 placeholder texture atm, and the building lacks dirt and blend maps. Like I say though, really early days with this one, will be adding and improving a lot.
Looks great man, like a blend between dragon age and guild wars. My two cents are that the metal feels too glossy for my taste. Have a look at this : http://i.imgur.com/yMGiH.jpg
this http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-03-how-to-fix-light-shadow-lightmap-bleeds-and-seams.php helped me a lot and works well. I use max but same concept.
You can do both, really. Tiled textures will look pretty good, especially with vertex blending. On top of that you can make a few unique objects and stick them into the tiled mesh.