Those stones are waaaay to dense for the amount of detail you are adding into them. With their silhouette being hidden by the beams of the house you are wasting geo. I would suggest either alphaing the rocks to make them blend, or remove all the geo that is 'inside' the rock meshes that aren't contributing to the form.…
Yeah for Unreal, go for it, layer it onto your diffuse. If your object had a lot of stacked UVs and needed a different UV layout to get a nice AO onto it, you would need to keep it as a separate texture (or stick it in a alpha channel) and blend it onto your diffuse, etc... in Unreal using the material editor.
Bird! Your 2d work has always been great, but I've never seen your 3d stuff. That head looks fantastic, although I'd say that the ears need a bit more lovin'. Maybe some hair to blend them into the side of the head a little better. They are currently suffering from juststuckon-neosis.
Damn slick. I love how they retained the character style. Only thing I'm dubious of is the background. I absolutely love the backgrounds in all the previous SF games. I don't like the background in this. It has the same saturation as Ryu so it blends too much with him. He doesn't stand out from it.
Nice one. How did you do it? Is it burned into the wall texture, or did you use vertex color to blend it in? One thing that bugs me a bit is the terraced areas don't have railings. Most entrance/exit walks will have railings for any drop more than 24".
Usually people use material blends and masks to combine tiling maps. I've built a couple of systems to handle it more automatically /faster but basically it amounts to masking stuff together. It's usually a good idea to work on a grid when you make trim sheets - saves a lot of mess later.
The edge "fuzziness" is called edge padding/dilation: http://wiki.polycount.com/wiki/Edge_padding It helps reducing bleeding of pixels to neighbour uv shells when the texture gets mipped (lod-d). What do you mean by "format"? Do you refer to the way things are arranged and combined together?
Generally speaking, I would build meshes for these kinds of things and import them. The ditch may be a nuisance, but you have a choice of either using a world space coordinate based texture mapping approach on both meshes (e.g. planar mapping), or blending between the two using the alpha on the mesh.
ok well messed around with some settings and looks actually like a normal map but my edges are very wobbly and jaggy. I cranked AA to 4x, which is max so it's not that. My edge padding is 1, which is the thing that makes it not bleed so much (technical term?). Ideas?
Really cool technique! Nice sleuthing, and a great way to make stylized art. I assume you're using alpha test for most of the assets? Alpha blend would probably have tons of artifacts. I wonder if SSAO would work with this style at all? Probably not enough geo though.