The assets look nice, except for the door, i think it looks a little noisy in its detailing. The lighting is the biggest thing that needs works. Try a couple of different lighting schemes, or perhaps post the reference you are using for us.
Nothing helpful to add to this, except to say thanks for sharing your shots and findings. I'll be lightmapping again soon (I lightmapped a ton in 4.2, a couple years ago) so I'm sure I'll be running into the same issues.
Wow that is sexy. What engine are you using? Nice work in the textures and the paintover. Nothing to critique, except the issue Josha mentioned with the tiles melting over the side of the roof, which I assume will be fixed in the coming stages :P
Hey I made a tutorial about basically what your trying to do here. Except I also show how to make it smooth when you subdivide. Hope this helps: http://www.bradm3d.com/images/Paintovers/Tutorial_SmoothCircle.jpg
Oh, I was just bringing up the Wolfenstein mechs and weapons as a rare exemple of a single artist doing both concepts and freestyle 3d execution on the fly (regardless of the app being used). It certainly looks great, but it is the exception and not the norm.
My settings are default, except for both things being set to Meters; I didn't change the accuracy, etc. Which unit controls the export scale? If I set it to Generic Units, and change my Display to Meters, will that work?
i cant see any roughly square polygons at all. except for maybe the very back of the handle. Really if you're intending to use this for anything other than offline rendering i suggest you redo your topology
Exceptional work on those alien dead remains suspended in tubes. This has a lot going on for it, im not sure if the bottom ribbed designs are bones or tubes or other weirdness but it looks great. Lots of visual interest, but perfectly clear in the playspace.
I think that god of war will be much more fun to play than watch. God of War 2 still has some of the most fun boss battles ive ever played (except for Zeus, that wasnt much fun).