Make the sun a dominant directional light. Won't help with build time much directly, but as the shadows are created in realtime (appears to blend between two lightmaps) you can drop the lightmap resolution considerably and retain those nice shadows. That is, of course, if you're not already using one.
Great work on the Adamn Jenson sketch.The color blending and depth are very well done. I do have some notes on the anatomy. The deltoids (Specifically the right del) looks to pronounced. The neck also has no definition currently making it appear far to stretched in my opinion.
It has Begun! @Caldria, Much thanks for the feedback. This is a UDK learning experience for Owl and myself. I agree about the ground being flat. We have to get some terrain or landscape in there soon. Our hangup is trying to figure out height map blending on the udk landscape.
those latest ones are really cool, the lava one looks like the lava is too yellow, I would expect a blend from white and a bit of red in there etc. like this http://assets.nydailynews.com/polopoly_fs/1.1382691.1372246587!/img/httpImage/image.jpg_gen/derivatives/article_750/amazing-lava-flow.jpg
Been million times : https://answers.unrealengine.com/questions/95423/lightmass-with-bad-shadow.html https://forums.unrealengine.com/showthread.php?8491-Baked-Lighting-Variation-Between-Static-Meshes http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-03-how-to-fix-light-shadow-lightmap-bleeds-and-seams.php
The jacket feels a bit too amorphous, especially around the elbows. I'd expect some form of wear and deeper creases in the bend of the elbow. His boots (shoes?) blend into his pants - both the bunched cloth and similar colors makes it difficult to determine where one ends.
How about a modifier to override the assigned material(s)? Case in point, I use cycles materials to preview my texture blending in Blender but I need to turn off nodes every time I batch export or else the models don't come in with textures assigned.
I think for the terrain you might get better results using say 2 512's for grass and dirt and vertex blending them together. just an idea, nice textures, the uvs look pretty efficient. I really love the rock wall in the second texture.
I like the blend of new technology and old art techniques (the wee palette and more like drawing on a canvas). But there doesn't seem to be anything necessary in that, just a more traditional way of painting etc. (and the previous mentioned problems). Still better than my A6 Volito <whimper>.
Imo...start a new site, when I got weary of my old one I had a lot more fun and ease doing a new one. Also use more a simplistic yet non generic font for those txt...they bleed and are hard to read as mentioned.