Thanks for the project. By looking into it I found no issues in your setup. It's most probably our alpha blending shader that has some difficulties sorting out the faces properly when the opacity channel is different from 1. Apart from using the dithering shader, I'm afraid I have no other solution to suggest.
Hi guys here is a little update on the progress, the lights are temp place holder gonna change them up soon mess around with the fog and the neon sign light so it bleeds more outward, still having issue with creating the wet look to the ground without tiling, any suggestion that I can try?
Good to see that you are still working on it! Lighting still needs more tweak, its too yellow :P The concept has a refreshing blend of warm and cold hues (white unifies the scene). As far as the texturing goes, I think that the ceiling and walls should have a darker shade to them. Anyways, keep going!
do you have any vertex blending in here? it feels like the original looks better than the latest ones. And its hard to get a good look with the small sized images. imageshack seems to not work well for me maybe. Id suggest just have a personal blogg to dump pictures on and link to them there.
We have huge issues with using alpha in textures and destroying the texture quality, it is even worse with some formats for android. We fixed this by never using RGBA unless it was an actual alpha blend texture. You could possible add the alpha/height in the normal maps blue channel and reconstruct the blue via shader.
Those are looking really nice, I'm digging the over all color and hand painted-ness. The brick and wall blending looks a bit strange, like they were carved out of a stone wall and just left half finished. You might want to add some textural differences in the stone surface and the brick surface.
Looking nice! If this is a slum, I'd dirty it up some more. You already did that with the blend layer on the building, but the street and sidewalk are a little bare. Some trashcans, boxes, etc. along the buildings would be good too. You could even put some broken spots in the neons Looking forward to seeing more :)
Re-saturate the ground texture and correct the lighting to fit that of the sky dome and it'll help a lot. I think the foliage color is reversed. Generally from what I've seen, it starts lighter at the base and then changes to green or brown etc. Try adding a small light ramp at the base to ease the blending from the ground.
Forgot your on UDk Try this frist: MLM_Phong or MLM_Custom and set the Blend Mode to Blend_Translucent. Long time since I used UDK so you might what to look into the lightmass settings. https://udn.epicgames.com/Three/Lightmass.html [Mesh Area Lights from Emissive] What your trying to do should work.
Use darker value, similar hues to "outline" areas you want to "edge" out. Because you're not using black, it'll blend better. Also splash in off hues subtly to add more body to your textures. Like your grass is all green. NEeds blues, reds, etc. in a SUBTLE application.