Your building scene is atrocious. You need to learn to rely less on just straight photos and actually put textures together using painting, photo editing, layers, blending, masking, etc. No one is gonna hire an environment artist who doesn't know at least these basic skills.
palm trees need another loop in in the fronds atm they are a bit jaggy also cover the base of those rocks in veg or make the blend into it small scree like stones the rock into rock doesnt work well... and finally cover the bases of trees in veg or grass really nice though
Check on highend3d.com there is a plugin for it. The vector renderer also has a wireframe renderer, but the frames won't line up perfectly if you're doing a blend in a movie. Should be pretty easy to find in the vector render options. If you have trouble let me know and I can post more into it.
Really, people? I personally preferred the grittier brown wall textures. Would blend much better with the dirt floor, right now the slate blue is too contrasting and IMO makes the color composition not matching with the geometry's styling. Guess I have a fucked up personal preference.
btw. just out of fun I rendered together a sampe 512² texture map (smoothing groups blockout map bake + light tracer bake + wireframe bake)- that way you can better see the bleeding around the shells: some spots are tight but mostly it works ok
I watched it awhile back, it looks great except player/npc animations which are not blending with each other too well, looks like there's no IK even (the guy slides down the stairs :S). I guess after gtaiv you cant exactly get back to playboy.
just a little thing, on the bottom tile texture, the tile which is slanted isnt completely within the uv space, meaning it wont blend in. Where the tile overlaps it will just cut off in favour of another texture (either itself or the one above). Good texturing artwork apart from that.
Yeah, it won't blend well. I don't get why it doesn't just render according to the lighting setup and position you set like it does any other material... Oh well, I guess I'm stuck with the crappier regular spec/normal/diffuse/etc settings...
Ohh, so the spec adds to it? interesting.. but still mildy confusing, I'll have to play with it a bit, because I've seen some shots showing specularity at the full color of the spec color map and not just blended.. I think.. I gotta play around with this stuff. but neat, thanks
Yeah, sounds like z-fighting. As Psixos mentioned, moving the decoration away from the surface will help. Seeing as it's UE3, you could also try setting up a separate material for those bits that blends the two textures together. Then you could remove the extra plane completely.