The pilot will tend to blend in to the vehicle. Even if this is intentional, you might want to add some contrast - have his suit more saturated, or make the hull glossy while the pilot is matte. On a related note, the orange background isn't helping with the presentation. Details from the ship tend to become lost in the…
what software are you using? Your question is pretty vague. You need an alpha mask which is just a greyscale mask where white is shown and black is invisible. For a feather you'll want to use alpha blend so it should have different gradations of grey. http://wiki.polycount.com/wiki/Transparency_map
3D coat can directly paint textures or color onto a low poly mesh, and the results are decent, if you have a decent UV map. Has some custom brushes and layer blending options too, that zbrush seems to lack. But as the others stated, won't ever look as good as photoshop texture.
Better now. For the content, I would suggest you to bake an ambient occlusion map and then just overlay it on your diffuse map (using the "Multiply" blending mode on Photoshop). This will give a little bit more depth and contrast to your mesh because the textures looks really flat. This will give more interest.
This is top of my list as well, would be great to get a texture resolution based projection and painting system rather than being limited by verts with polypaint. That being said though you can already use the layers in zbrush for polypaint, there's no blending options beyond opacity/ intensity of the layer but it can be…
@TheRealRyan_ I just put a tilable texture in the 'base colour' option and then overlayed it in the blending option thing- nothing fancy and there's probably better ways of doing it but it worked for what I needed :P @Mitchellangelo Thankyou! I can't take credit for the colour palette though since that was from the concept…
A lot of good points. I like the model but feel it needs some color separation between the horns and skull. In game side/top shots it just bleeds into one shape. Some gradient (dark at base of horns) fading to light eeither on horns or skull would help a lo9t I think/.
Hello, I am currently using Blender character using the UT skeletal mesh and animations and can add extra anims to the anim sets and have knowledge of the animtree editor and blending system. here is some footage of one of the games i am working on. https://www.youtube.com/watch?v=9TqAzoKO8r8
It might be the cage. I see warping at the edges bleeding in some black, so I'm assuming the cage might need a tweak. The cage distance might be far enough away where problems like this occur. Could you also post your hi poly? It might help give insight.
yeah, you're right, I'm still experimenting with the lighting to maybe find a nice blend between the two, I turned some lights on at the bar and increased the skylight a little. it's still an early WIP so I feel like its gonna look better the more I work on it around the end.