Heh, I didn't notice the uvs on the grip until he pointed it out, but that is pretty bad :P. The fire selection text looks like a straight decal overlay, I think just a slight reduction in opacity or a blending mode will help it blend into the material. Otherwise, looks great.
Erik, keep in mind this is an older game, not "next gen" And yes, basically we don't have cast shadows. We can do some trickery on certain objects, such as using a dark, blurry decal under things (like characters) but for the most part our lighting is pretty simple.
Hey Erich it is looking good. I would add a little color variation to the green paint. I would reference both redmond_david and c0ldhands images. Adding a little yellow to the paint and a little more decal work would really help. Keep up the good work man!
Hey, I dont know about marmo but in unreal you have mesh decals. Look into that. I guess you can do floating planes with transparency for marmo, just give them a slight distance from the base mesh so that you dont get z-fighting.
Might want to add an old mining lamp. A burning torch is a bit of a fire hazard :) If you are going to stick with what you have due to time constraints you might want to add a black sooty decal to the roof. Or an old Roman lamp, they say these burnt for years! :O
All very good points. I'll try and keep a more cohesive shape language throughout on the next robot I make. The scene is slowly going to be filled out with buildings. Going to see if I can add footstep decals at some point for damage and see how they look.
Created a few new blockout pieces to see if it has potential, still not sure but im just gonna keep truckinnnnn. I really wanna start a new scifi scene completely reliant on costum normals and deferred decals but I should really finish this one first. The struggles :'(
Thanks for the feedback; that's a good point. I'm kind of stuck with using the inherently blocky colonial style of architecture for this project now, but I'll try and think of ways to make the houses more interesting by adding assets like balconies, lamps, signs and maybe some decals to spruce up the textures.
Most mobile games avoid dynamic shadowing altogether as being too expensive. Blob shadows instead (alpha blended decals). @RyanB has been posting some great optimization tips in the Unity section. For example: http://polycount.com/discussion/182384/lighting-for-mobile-in-unity-optimization
Thanks alot, never done a cavity map before so ill check that out :D. Ill make some more observations on BB8 refrences and sort those decals out, especially on the face. Thanks again, awesome to have so much advice on my first post :)