I like to use max because it allows me to use some modifier stacks, which kinda reminds me of photoshop and it's layers stacks. But idk, other than that I used blender and maya and both are pretty good, thought I personally like to use 3ds max. And zbrush ofc.
When working on HighPolys try to keep your Topology as clean as possible. For example: For a 90° Curve its enough to have 2 or 3 Edgeloops in the Curve. The more Geo you add, the Hardedged your Mesh will look like on curvy surfaces. Or try to bend surfaces with a modifier and not by hand. The results will be cleaner.
I would say a Displace modifier might work. You could use a noise or even a seamless pebble texture if you wanted to give it some overall variation. As far as generating topology you'd probably have to triangulate, then tris to quads, and then subdivide once to even it out a bit and then it should be ok.
Both CryENGINE 3 and UDK use 8bit, though CryENGINE has much better compression than UE3 (currently at least) due to a modified 3Dc/BC5 encoder. The compression is much cleaner than the DXT1/5 or the BC5/3Dc encoder that is currently available in UDK. http://www.crytek.com/download/AdvRTRend_crytek.ppt
tought those are side viewed texture panels , why make this instead of making a top viewed panel and then modify tweack the sahape of it , so it looks also like this side view but more 3d , unless I guess you need to have mostly a side view of the tree and very low poly ...
This is a cool idea you have. I really like the forklift that you picked, it looks awesome. Looking froward to see what you will come up with. Good luck! :) P.S. Do you have a link for the separate image of that modified ambulance vehicle that is in the top left corner of your reference sheet?
You would need to modify the gloss map of a texture in the normal map alpha. Making it full white to be complete gloss and the similar properties of water. Doing a displacement map and using POM would help as well. For the terrain texture remember to high pass the texture and export as terrain diffuse high-pass.
That was very informative, thanks for posting it. One questions though. Is this such a problem with your new quality normals modifier/shader? i dont seem to be suffering from this issue and i havent been splitting my uvs (using ray distance to bake) Does this only count when using smoothing groups?
You could edit the vertex normals, using an Edit Normals modifier. Select all the normals on the front by Face, and move them somewhat towards the same direction. You still want some curvature for the normals, since the surface curves inwards. But unifying them a bit more should help solve this.
What I am generally forced to do in max is create my UVs below the turbo smooth modifier, turbo smooth to whatever level is necessary, then apply another UV unwrap and relax all my original islands. so the stack is: -uvmap -turbosmooth -uvmap -polymesh not pretty, but if it works right?