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.
Thanks guys, we worked hard on it :) MiAlx: The beard on the main character was simple geometry that was controled through jnts and blend shapes at the same time and was animated with keys. The fur on the his cape was done through Maya fur with an automated similuation running. We then only used the alpha of this to…
Could you be more explicit about the result you want, the result you currently have and the exact problem you're facing (screenshots or .blend) ? Did you try Apply Pose as Rest Pose (it actually change the deformation of the mesh so you could duplicate and apply armature on the duplicated object then relink them)?
I am thinking about focusing more on the vegetation and textures. The terrain will be scupted inside of Unreal to give some small height variation, but what I plan to do is to give good attention to the terrain materials and maybe use some kind of parallax or displacement to give that extra depth and help blending the…
Your post title says "...in games" so I assumed the shoulder problem was for games as well. The twist bones are still a valid option for cinematic work, and can make creating the corrective blendshapes easier. Blend shapes and Morph Targets are used in game, but they are usually driven by preset animation data and not by…
The most I use photos for is adding randomized detail, similarly to how one might use fractal or filtered noise effects in blending. Photos are often better to use for that because they're more organic, if you put some effort into it so that they aren't too recognizable. Noticeably photosourced artwork is usually pretty…