I tried both 8 bit and 16 bit but it didn't make any difference. And the asset is meant to be very close to the player that's why I'm worried those artifacts can be too noticеable. Anyways thank you your suggestion.
@ sprunghunt: It's not just floor pieces. It's every single asset you make. Mostly you can hide the seams in cavities etc, but sometimes they are out in the open, and pretty much brings the player out of the immersive world you are trying to create.
The head of the blue guy and the body are speaking two completely different languages. The head is thin and long, body is bulky, strong and buffy. I would go with a long, grand body, slim in shape for him, like a basketball player for example.
There might not be any player generated content but I think they added a few primary weapon replacements officially? Isn't the Tank Buster one of them? But I'm not sure how they did that, might of been old school W/V models...
Thanks for the feedback everyone. Turns out the player was floating off the ground in previous screenshots which made the scale look a little odd. I am working on getting screenshots together at the moment for another update in the next day or so.
Nice design. Very batmobile-meets-cockroach. :) It would be great to see some shots from the vantage point of the player. Also, be sure to enable some form of AA when taking captures. The aliasing in your images is fairly distracting.
Sorry but that ward won't work. You are completely altering the silhouette of it by making it smaller so it won't be very recognizable by players. Also it seems your workflow is backwards as you want to have a high poly built out before the base.
One last thing, as the results were differently when baking the outputs with the substance tool inside of 3DsMax and exporting the same substance material in Substance player as PNG with default settings, it seems like there is a color correction already happening on the textures.
I played the demo, totally loved the player animations. The main guy is basically Ash with a bow instead of a chainsaw, and I love it. I love the little dance at the end of a round, and the animated 2d logo that pops up afterward too.
http://www.polycount.com/forum/showthread.php?t=97548 It's not exactly this, but the idea is similar. I essentially need to know during the post process stage is the pixel is near the player/pawn (which is a position i send to the shader in the form of 3 floats).