Looks good but maybe a bit too clean :) What is your goal with this scene? I think generally it would benefit from some story elements, maybe a wear and tear layer and a sticker/graffiti layer. Also some large areas could use more break up like the asphalt or some large facades.
I'm afraid, that some edges are to sharp for nice bake. For example here (red): You need also more segments for rounded elements, because some problems are visible (green) If you want define better materials during modelling you can add softer bevels for plastic and sharper for metals. It will look more natural.
This scene looks pretty good so far. Could you tell me how are you doing those destroyed elements at the top of the ruins? I mean what is your workflow for destroyed parts. Are you just unwrap destroyed part and add tiletable texture and rest of the asset is trim/tiletable? Or is it whole unique uvunwrap object?
Simplex noise is also very expensive in your material, try changing that noise node to use "fast gradient" instead of simplex. About the lightmap: Set the directional light to be stationary, and set the foliage to be movable. Then All static elements of the scene will use baked lighting (lightmaps) and movable things will…
skulburn - i find the original more interesing to tell you the truth, and more realistic...even a welll lit interior like a labs lights is nowhere near as strong as the sun and the retaining glass for the plants makes the Env less interesting...when IMO it needs more breaking up with organic elements....SOrry dont like it
I don't think you can change the opacity value of See Through mode. You can change the color in Customize > Customize User Interface > Colors > Elements: Geometry > See Through. Also, instead of using See Through mode, you can select the object, right click > Object Properties... and change the Visibility value.
Taper, Bend, Twist modifiers with the pivot point int the right places. You can also experiment with rotating the "mirror" gizmo in the symmetry modifier. Not only is this good for duplicating details around a circle but it can also be used to carve up meshes at very specific angles if you uncheck "weld along seam" then…
its hard to see the silhouette on doors... with good planning and ace normalmaps you could do that really low... like 10k.... if there are a lot of round elements and pipes you need more... if its the only thing on screen go crazy up to 200k or more.... its hard to say without to know more about the project...
What really hurts is how they say you hardly ever die; I could see this game working on a very basic level if the survival elements actually felt like survival, selling the immersion. Instead it sounds like the difficulty is of the tedious kind, navigating the UI / inventory. Too bad as I really love the look of this game.
personally I haven't had any problems with the UI. After the first few times looking down I remembered where each icon was, for each mech. I LOVE feeling like I'm actually in a mech, because it actually feels like theres no 'ui' at all the way it's built, as opposed to the standard gamey representation of elements.