This! IMO Poor GI baking solution led artists to mask bad lightmaps with too detailed textures so it would always end with that distinctive flat and noisy "UE3 look".
Floating geo is totally fine if it looks ok in-engine and lit. It really depends on what kind of lights you'll be using in the scene if it's not going to have a lightmap baked onto it and so on.
This project is looking really nice. Once you guys start using Unity3 it will look even nicer with the radiosity lightmaps :P I like turrets 1, 6, and 10.
Maya 2k8 ( i believe ) added the Smooth Mesh Preview functionality where you can just toggle a mesh between smoothed/unsmoothed state, similar to Lightwave/Modo.
good idea, might be able to add some of that in the lightmap as the floor is a tiling texture or make some alpha decals but I know mobiles dont like large alpha filling up the screen.
Look again. Pretty obvious why the green lines are jagged. Your textures are. The black line is probably your lightmap. See how it looks with JUST shaded/lit mode and no textures applied.
Welp most of the stuff is modeled and lightmapped. First lighting pass is...well lighting takes me the longest for a reason :( I either end up with harsh shadows or washed out shadows. *sigh*
There was a thread a few months ago with a lengthy discussion on the subject, but I can't find it. IMO if you're baking normal maps or lightmaps it helps to have continuous geo. otherwise it shouldn't really matter.
Started on LightWave at the start of 2002 (I think) with a lecturer at college showing me the basic controls... and I went from there, absorbing a ridiculous amount of stuff from lurking on Polycount and working on mods.