One texture set per material. And by material I mean dividing models for car paint, wheels, interior, engine, etc. Basicaly everything that could be changed without affecting elements that would remain. @MFTituS: thank you, glad you like them. :)
The model needs some clean up. You should collapse verts like in the red cirkles, and move them to the corners. Also, you can save you a lot of tri's if you'd make the windows a floating geometry (loose element, not cutted out in the building).
Buy a book, a whole bunch of them even. Years ago, I bought a book called Elements of Style (not that crappy one). This one shows all the doors, facilities, etc. dating back to medieval times to modern. Art history books are great too.
I dont think a bit of decoration and "fantasy" elements would hurt. Dont miss the point it`s not about the Chivalry, it`s about the Chivalry market selling items :D And people would love to have in their hands candy stuff ( imo ) P.S. Love it !
Just as a post-mortem critique, Howard, you cannot let armor look lumpy and cloth-like. Your high-poly armor needs to looks smooth and clean at a base level. Right now, it reads like mud in elements like the shoulder armor.
Slapped on some color, still real early with a lot more painting to go. Colors are subject to change on a whim, and I'll be adding little detail elements here and there, including a face tattoo/war paint with various design ideas I keep playing around with.
d1ver: We're all working on individual elements of a greater goal (pretty much the definition of collaboration). Having our own spaces will let the differences of styles & skillsets take no effect on the overall art piece: The modular thing-a-mah-jig (tower, station, etc).
Oh, if he wants to do something app-specific, hows about incorporating UV editing as a sub-element of Editable Poly in 3dsmax... like Maya does... no need for a silly modifier, just edit UV verts/edges etc from the EPoly itself.
Ok, then you would need to set your transform to Relative to Parent, because that's where you will scale down your different elements before blending them together. Set each transform to Relative to parent, set the tiling to no tiling, and scale down by 50% in the Transformation settings.
Man this is fantastic, great work, tons of character. I would agree with Sohaib, the ears are the only element I see that need more love. I worked at a retirement home, and the size of the ears on old people will freak you out if you pay close enough attention.