Ah, you should have said which game in the first post. Regardless, the gumballs one is definitely not rendered in CS. That's showing mesh gumballs. The latter one is baked using a camera from the player's perspective, then projected into the model's UV using a camera-aligned UV projection.
How much texture space to spend on each area depends on how important/interesting it is and how close the player can get to it. At an absolute limit, never use more than one texel/pixel. A checkerboard texture can help you judge relative size in the world.
Get game guides. They feature complete level layouts better than art-of books. Once you have copies in hand refer to gameplay videos on youtube (if you don't own game) to see how levels look from player's point-of-view and gamedesign mechanics.
That's looking awesome. You could maybe add some torches at the bottom of the stairs, not too strong though (it would distract fmo the focal point). But thinking in terms of gamplay and so, the player would be directed towards there because of the lighting. Looking epic, can't wait to see more!
Yes exactly Alex, when in the game the player might not always see those characters outside. You can use the textures to tell the story, bloodstains etc. Leaflets on the floor that could be about the world the environment is in etc I actually want to do that one now :D
Hi CougarJo, Yeah, I tried to convey somehow the idea that the environment is functional and "alive". Obviously, we could try to think that for some reason the player need interact with such panels in order to complete a challenge. Full Throttle comes to mind...ooold school, but I loved the quizzes.
It feels good to finish them too! I'm not entirely sure what you mean, but the areas on the exterior I think you're talking about (The roof mostly) typically aren't where players will be looking in part because they're just a flat colour, but mostly because there's nothing there.
Stick it in a game engine and see it at the angle players are going to be seeing the textures. The big thing that concerns me is that there are edge details you've painted that look great on my screen when it'covers 40% of it, but does it show up when it's only 5% of a game screen's real estate?
Hmmm... Something I remember being hard off the top of my head is the final boss in Sonic Spinball. For that matter, most of the final Sonic bosses are hard. It's a shame that most games these days are being decreased in difficulty so that all of the mainstream players can beat them.
@bounchfx & OrganizedChaos, Those are technically ingame shots, since they're from the item preview thingy, but I'll get some footage of him strolling around in-game on youtube at some point so you can see player perspective views. Didn't think of that, cheers guys.