One solution that I would use is to use two material IDs. One with phong mateial for the lamp, and an another translucent for the light bulb. Maybe there is a better solution, but I think you can't get opaque surface with just a translucent blend mode.
Morning all. Went back to the drawing board on the stone brick texture think its looking a lot better already but though I would post it up so far. The moss still needs work its not blending super well yet.
Your tree needs to be more of a dark blue than a black, and you need stronger depth fog. Not alpha planes, just z-depth color blending. For the rearmost trees. Your lighting is very red but it shouldn't be, it's yellow and only the sky is reddish.
combining two normal maps can be achieved by going into the layer options of the map you want to mix in, disabling the blue channel (should be 3 checkboxes that say R. G, and G), and then set the blend mode to overlay. then controll the intensity with the opacity slider.
Probably need more edge padding? It looks like the "void" or negative space around your UV shells is bleeding into your image area. This happens quite a bit with textures that are "MipMapped". The solution normally is to bump up the padding around the UV shells.
Thanks Asher, you're right.. I should overwork how the textures blend into each other. I'll do that and a few minor tweaks. But overall this project is done and my courses don't really leave time to take this one further right now
You have some really good talent and have a decent understanding of anatomy, my biggest criticism would be the anatomy in the arms, they look a bit unnatural. The other is the blurriness of the characters, it loses detail and can make the actual character blend in the environment a bit.
You're seeing colour banding (http://en.wikipedia.org/wiki/Colour_banding) because you're lightly blending a subtle gradient over another colour. You can reduce it by adding some slight noise to the gradient image (your AO) before you multiply.
While this isn't particularly like Old Boy etc, it's still gory and japanese (even the buildings bleed :D ) and since Machine Girl was already posted I can't resist posting this: [ame] http://www.youtube.com/watch?v=Wo-gGes6qig[/ame]
couldn't care less about bleeding edge graphics, our existing level of tech is enough for a while. all i care is that we can run those games at real 1080p 60fps with no scaling and no input lag. anti aliasing would be nice.