Awesome work! I feel like some of it could be a little bit higher poly. Like the cobblestones for example. The trees look a bit weird imo. And the leaking decals don't blend in very well. I also agree about the cobblestone pattern.
That vert blending is paying off, great job. The windows on the foreground building feel squashed right now. In general the bricks on that building also feel too large in relation to both the doors and windows. I still recommend dropping in a human scale reference.
Yup, all images link to animations!:) Russell, I'm using custom static meshes with some shader trickery for the trails, I find ribbons in cascade a bit limiting for stuff like this. Blend mode is transparent, that's what you were asking right?
this is looking pretty cool. ayoub44 - Check out if you can a bit of behind the scenes on Blizzard cinematics, they use a lot of matte paintings in their cinematics. Great use of parallax, fx and subtle animation make those matte paintings blend with the 3d in the foreground.
Create good tiled textures, and blend them together nicely. Add mesh details, decals, and foliage cards where needed. Some tutorials here: http://wiki.polycount.com/wiki/MultiTexture http://wiki.polycount.com/wiki/EnvironmentSculpting http://wiki.polycount.com/wiki/TheLastOfUsTerrain
Yeah, I think its also typical for an artist to model eyes/mouth close to get the right look(because modeling eyes closed/mouth open is just weird), and then set up blend shapes to close them for better uvs/rigging.
The lightmap IVs should be unique, yes. But yeah, for everything else I'd use tiling textures and maybe a shader that blends between a couple of variants so you can add a bit more interest. Decals help, too, to break up the tiling.
Yeah, I saw what you meant. Cougar didn't blend in with it's enviro too well either. Regardless, I'll watch anything post apoc. I think I'll pick up to book before it comes out... Sounds like a goodie.
looks good so far. not sure about how the red of the jersey blends to black. I would probably make it pure red which will contrast nice with the black. liking the cease shapes. BTW does he have two right feet?
Typically the lightmap is on another UV channel, and the color and lightmaps are blended together in realtime. I don't know of any tools that do it. I wouldn't use render to texture since it actually bakes the two materials together, and will use more texture space.