Sadly no. Its a pretty small map but would help a lot for example if like one of us is doing some environment work while someone is working on lighting etc. There must be a way as it seems something studios would need.
If it were me, I would be tempted to make it more of an intersection point. Its always more useful to have places where characters can hide behind a corner in battle and such (for if you wanted to pose some characters as an example).
Took a pretty hefty break from this to concentrate on my music more and other projects on the go. Still lots to fix up on the rigging so a distance shot will have to suffice for now (posed in the vehicle game UE4 example).
Ahhh, not exactly but it doesn't hurt. What I mean is that when you focus on a single product to read it's tweets you could shift the palette so it pops out more as a focus. Here's an example of what I mean.
I agree that the placement of the rust could be better, and would add that there should be a bit of variation in the color of the rust also. The paint surrounding the rust could use some discoloration and wear also. This picture makes for a pretty good example.
They most likely use proceduraly created trees (aka something like Speedtree). Would be way too much work to model a super realistic forest by hand. Here is an example for speedtrees used in Avatar: http://www.speedtree.com/avatar/
You could try using a procedural texture for this. If you layer together a few Worley noises you can get similar results. For example https://www.filterforge.com/filters/6534.html https://www.filterforge.com/filters/12449.html
I'm not sure that it's working exactly as I want it to. For example 1.5 ^ 3 = 3.375, but using the substance power formula (((log 1.5) / (log 2)) * 3) ^ 2 = 3.079. It would be nice if there was a way to debug each nodes output.
Ye thats ok as long as your only ever going to do 90 degree angles, using a FFD is more flexible. For example doing a curve like this would be a nightmare to do with the bend modifier while keeping it on the grid.
It might fix it, but why bother anyways? Patching software to use web-oriented file format for storing game art textures sounds counter-intuitive to me. What advantages does png have over for example, tga?