The trick with the texture is diffuse light baking, done in for example 3ds max? Or is there some raytracing function in the engine (baking done within the engine, like UDK)?
Do you do any modeling with lofts or splines? I notice a lot of the models in Uncharted and Halo Reach make heavy use of modular texture sheetes and trims, and I know that maya for example allows you some pretty awesome control if you use lofts rather than shift-extrudes/edge-extends because they create the UVs…
i never thought i'd get to crit a pro, but here it comes. The palms could've been better. The Fronds dont come down smoothly, and seem to defy gravity on the more bent palms. Also at a distance all the little leaves (dunno what theyre called) that the frond is made of kind of just melt in to a solid plane. Not sure if this…