So I can't go into it yet but I have a decent sized team trying to develop a pretty serious and complex SP/MP mod/game for the UDK. Currently we want to try and get as much stuff done at possible before our next semester starts up. However, while we are still learning certain things (like for me, Sculpting), everything else is kinda just hanging around waiting for normal maps to then make textures to then rig and get in game and such.
Is it "bad" to make temporary art that doesn't look like ass to use in public renders and promotions, stating that, and going back later on to fully develop the game assets? Or should I really just keep trucking and holding on to do everything to the fullest. I realize option A could end up being a lot of extra work, but just wanting opinions
thanks guys, always helpful

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during actual production its always seemed to be get it done and in to an alright level of quality until alpha where everything is in place then go and selectively polish areas/characters/items etc to get the biggest visual upgrade in the time remaining before shipping. That's why games tend not to be shown before alpha and all the hype/marketing is done in the last 6 months or so as the visuals come together. almost every game has a time period of lookin' not so hot with temporary art in to get everything functional.
I would recommend shooting for a vertical slice rather than an entire massive project right off the bat if possible so you can properly estimate an entire production.
A great example was one of my leads once built placeholders for a set of buildings. These were simple boxes with similar silhouette to concept and accurate in game scale. This allowed designers to begin placing assets while the buildings were handed out to different artists.
What I'm currently doing at work I pretty much dumped all my ideas in a level and started cleaning and polishing there. As I find with some engines I can polish all day in max and photoshop but it doesn't matter till I see it in game.
P.S. Chris you suck.
@Skulburn sounds like good info to me
@PixelMasher, yea don't worry we aren't trying to do the entire thing in 1 release lol. It's going to be released in a series of phases. Going to go with MP first, then sections of the single player, all the while updating and fixing things
@Cholden Yea when we were at Evolve CG the lead environment artist from Naughty Dog encouraged doing that for maps.
@konstruct thanks, maybe one day I can actually sound like im in the industry
also referred to as Grey Boxing, as in "lets grey box this zone first"
I've heard all three used, but it all boils down to the same thing.
I did some mod work a couple of years agon and this would have saved so much heartache for the artists.
Here is a good article on the subject with a focus on character/creature design: Gamasutra Feature - Concept Pipeline. I'm not sure I agree with some of the generalizations and statements made on the first page, but as I recall the rest is a solid case study on the importance of prototyping.
If you think of your project as a handful of extremely complex illustrations, the best approach is to rough out the big compositions and gradually zoom in by degrees while passing over the whole image, not by starting in one corner of the picture and making inch by inch of finished art until you've filled the frame. That analogy breaks down a bit because you can crank out final game asset after final game asset once you've figured out your process and standards, but up until you've created that "vertical slice" that Pixelmasher mentioned the analogy holds up pretty well.