So far the assets are looking really great. I'm with BucketofNuggets. I usually get all of the architecture and detail meshes in right away so I know the scale is right. This is also good for modular pieces to test if they snap together properly.
Fill the uv space and you wont get the seams. Remember to keep to a power of 2 workflow as it will cancel out seam issues. http://www.thiagoklafke.com/modularenvironments.html http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html
You could also go with a more modular approach. Here's a shot from a level I did in the Titan Quest engine. Their roots models were nicely made and very reusable. Walkthrough video here http://ericchadwick.com/img/custommap.html
Stopping on the summoning scene for a bit to re-vamp a post-apocalyptic scene I did about a year ago. Testing out my modular pieces for these brownstones before I go in and sculpt various bits and make some new substances.
huh? Nothing but tiling textures here boss : http://www.polycount.com/forum/showthread.php?t=86970 A modular pillar mesh in a game engine today would be either created from a tiling texture, or if it's very unique, get a 512 to a 1024. That help?
Generally separate objects will have separate textures. The only real exception to this is if all the objects will always be seen together, then its ok to pack them on the same uvlayout. Like a modular building set or a set of tools that will be seen together or something like that.
Dimfist : already done with most of the retopo, im trying to make the whole thing into as many discrete modular pieces as possible, this ups the polycount but is better for the future of the player model (adding different types of gun models and such). glad you like it silkroadgame !
What kind of zombie game, limitations and direction are you going? I'm interested in making a more 'modular' terrain or world type. Just like being able to enter buildings, should destroy and modify the terrain depending on what you do to it.
I'm loving the modular feel of that walkway. This entire scene has a very dark, cramped feeling to it. Just showing a single concept really changes the aspect upon which something is looked. Keep it up, I'm looking forward to seeing the progress of this.
Very good stuff. You have demonstrated that you understand modularity and it looked like most of your stuff was optimized very well. Keep up the good work and i'm sure you wont have much trouble finding a job.