+1 to what RustySpannerz said. You could even use this small area as a sort of testbed/vertical slice. Before expanding it into a larger game you could populate this area with quests/characters and writing to give an impression of where you'd like the project to go. Which would also keep it more manageable from a portfolio…
I think you have a tangent space issue, described here under UV winding order; meaning the binormals of the vertices in the seam are flipped inside of max and your exported files, you could try to get a perfect sync to UE4 by baking with xNormal (import .obj's and tick the checkbox inside MikkT tangent basis calculator…
January 8th: a cup Still haven't learned how to carve out vertices along edges so that I can do the bottom of that soda bottle or do a handle for this cup. I guess I need to learn more about the hotkeys and functions, but I feel very comfortable at least with the basic Grab, Scale, Extrude, and Loop Cut buttons.
Now that Mental Ray has gone away and Arnold does not bake to vertices, SX Tool has been updated with its own occlusion renderer. The quality is similar to Mental Ray, and speed is (multiple times!) faster with low-poly objects. Once the poly counts get higher, Mental Ray gains the lead thanks to its multi-threading.
Are they using the same texture? If so it only make sense that the dark appears at the same spot on every piece. A couple ways around I can think of... - manually move the copied piece around so the AO go to where they should be at. Then adjust vertices to get variation. - give each piece their own texture. - or do render…
If you wanted to get around the flickery wings wihtout having to bring in motion blur, you could try smearing out the vertices as they animate like Valve do with the melee weapons in Left 4 Dead (the fire axe is a nice example). It'd take some fiddling about get it looking nice, but I think it could work here.
I know one guy who's been in the industry ten years and has never shipped a game. But it's really rare, most people have a better hit rate than me. I tend to get put on preproduction and vertical slices when they're around, which doen't always pan out and the pitch is usually pretty short.
I think your using too much of the render clouds (or might just be brushes), it just looks too random. I understand that its an old spaceship which should be a bit dirty looking, but right now the dirt looks the same on both the vertical and horizontal surfaces which isn't really realistic. Other than that, cool scene :)
Decided to have a go on the 2nd week, missed out on the first week. I honestly kinda rushed through this one and butchered the proportions, but I overall enjoyed the practice on my hard surface abilities. Got QUITE sloppy towards the end in making the screw for the big vertical pipe and whatnot. Beauty shot in glorious…
I re imported it and all the skinning and bones information was intact. All vertices accounted for. I have a feeling that I should try replacing a different hat. Right now I jimmy rigged the 'parasite hat' to be my model. I'm going to try a different one. If there's anything else you can think of, I would appreciate it!