I like the style! As far as colors and style goes, I think you're mushrooms are too "static" in nature and really small in size. It seems like you exxagerated sizes for a cartoony style so why not make some cute, bent mushrooms and perhaps some large flowers as decals?
The yellow explosives decal looks worn away unrealistically. I suggest using a mask and lightly going back and forth with multiple scratch and grunge brushes because currently it looks like you chose a brush with fuzzy falloff and just erased. That's my only crit though. Very nice.
Finally got the chance these past few weeks to really crack down and make some more progress on this piece. Got some more texture work finished, added decals to the terrain and also added some more variation. Lighting has been tweaked a bit since last post.
the crate looks nice, but unless you're planning on baking lighting giving everything unique uvs is a bit wasteful. you could make a couple crate side variations and use them, but you dont need 6. you could probably use decals for the stickers too to save space.
alpha-blend I would guess in opengl alpha-test is used for the 1bit stuff, and blend is used for blending (decal,additive... whatever) of a surface on top of the framebuffer. alphatest is fast because it can replace the pixel below, whilst alphablend will need the previous drawn pixel and mix it with the new one
Looks like a great model and bake dude, it's crying out for colour though! Have you thought of camo or tactical colour schemes/decals? I'm also with BARDLER - you should really be using photoshop to texture your hard surface work. At the end of the day it's just more efficient.
Here is the wire-frame of the first model: And the diffuse + normal: Thank you for the feedback. I shouldn't use a unique set of diffuse + normal for each props? Wouldn't it make less detailed? Also I don't know anything about blendshaders. I was going to use a decal for the moss and stuff.
clean too clean, please add decal layer for extra non-cleaness plus some of youre trim peices woulb be better off normal mapped even if you still add geom for the sillohette, HP-LP will give some free AA and help with fizziness of parrellel lines
You can have more than 2. Not sure if there is a hard limit or not. Though for most objects, 2 uv channels (assuming the use of a lightmap) should be more than enough. There is the rare occasion of using a 3rd UV channel for grunge textures, decals, or other misc uses. The lower the better.
Your best bet here is to use tiling textures, rather than trying to uniquely unwrap each piece - especially for things like walls. You can use smaller bespoke parts to break up repetition, mixed with with maybe something like a vertex colour blended shader and decals.