Been working on refining some hardsurface elements on the sculpt and trying to figure out what his undersuit should look like! Vest, belt and straps are placeholders. Quickly thrown into Zbrush to see how it looks:
On one of your UV clusters there are 2 edges really close to each other running across one of those side elements. Please check if you have some overlapping in these areas on all of your clusters.
IMHO, photo-sourcing elements of a texture is a great tool in the arsenal of 3D art. Arbitrarily removing any tool from your art toolbox, especially one so powerful, seems pretty foolish to me.
The occlusion in places is ok, like on the UV island of wood, if you look at the model though there should be more around where elements meet each other, like the curved metal on the roof or surrounding the locking mechanism.
man, they've really improved on the exteriors! has anyone noticed there are some really odd decisions on polycount, its like they want some of the elements to look low poly. the dropships guns really suffer from this.
you can open groups as well. not sure if it would help in your particular case, but it will allow you to work with the individual elements and add or remove any as you desire till you close the group again.
So you bake it out, then clone the elements around/mirror them so they're using the same UV spaces. Did you do any UVing for baking light maps? Or was it all physical lighting?
Is the mobile version still being worked on? It's pretty bad right now, honestly. Huge text, elements clipping through each other, no way to quote people, etc. I'm on Google Chrome/iPhone 6.
Looks good enough so far. Will any unique gameplay elements be included in the game? If you plan on releasing it- I'd suggest that you remove all copy-written music from the game and its advertising.
nice, this somehow feels like receiver. From the way you boiled down the interaction to its basic elements. Awesome that you guys posted it on github as well, im sure some people will take it and run with it.