All good answers. The most common use of uv2 is for lightmapping, like you noticed. Another use is baked ambient occlusion for PBR. Another use is for a custom painted mask that blends together multiple tiling textures.
UDK comes pre-packed with material functions for various blending modes including overlay. In the mat editor, in the Material Function Library panel (should be on the right under the Material Expressions panel by default), drag in the Blend_Overlay node.
You know... as long as you get the choice of the possibility of beating levels with all stealth or action oriented i will be happy. I really liked the animation blending. His suit looks more like Snakes in MGS.
was intended to join the GAY train by drawing a male hero, but end up drawing drow ranger... well i still want to make people off guard and eye bleed when they look at the bigger animated gif.
Update: Character rigged! I find that for the final texture-pass, it helps to have the character in a more dynamic pose. Next step is to play around with blend shapes to get a nice facial expression before finalizing the pose.
Depending on what you're after, fStretch might be something worth looking at. It's probably the quickest way to get non-linear types of blendshapes without extensive bulge controls or a blend shape army. And it's super fun to use!
Don't use overlays, or AO, or baked maps. Straight hand paint the texture...that's it. I'm sure they use gradients and other photoshop methods to blend colors and what not but the core is just straight hand painting your texture.
awesome work man, great color palette the only crit that stands out is that the clock needs to pop a little bit more, it blends into the wall too much. also the top windows could use a frame on the sides
For this, you don't need anything special. Just a texture with those texts, some planes, and alpha test. So you can simply add an extra material ID abd use "masked" blend mode in UE.
Viewport canvas does NOT play nicely with multiple UV channels. It also slows waaaaay down with even moderate tricounts, at least here at work where I've been using it to paint grime masks and A/B blends.