the vertex blending is very haphazard and too solidified. try to make it more spread out and less caked up seeming. are you using ambient occlusion in your textures??
How does the alpha edging work with the rubble pile when your using a tileable texture? How do you get the tileable texture to blend with the alphad texture?
yeah this will call for a custom shader with some panning normal lays blending to gather based on masks or doing a sort of flip-book texture but that is always inconvenient to uv map
The best of these I've seen so far. I particularly like how you've handled the blended muted purples and yellows. The head is a bit small though I think.
Looks great! Only one thing bugging me the eyes at a distance I lose the iris, it starts to blend to the whites alot. Can't wait to see the gear and posing!
It's looking good so far! Are you planning on having the aforementioned terrain blend the existing scene into a proper landscape then? Or are you going to stick to this trophy-esque type of scene? :)
Fair enough however, here I was referring to cinematics and cutscenes (not the pre-rendered one). In-game, another animation problem lies and it's the blending but that anoter topic..for another thread..
starting to work into the concrete a bit, managed to get some cracks and rough/smooth blending going on. Still a lot to fix on these atm, but sharing progress anyway :) tips are welcome!
p.s, don't mention the seem right across her belly:p This angel was a product of bad planning. I'll try and blend it in as best as I can once she is finished.