Since your game features really nice, vivid colors - make use of them! Also, if you have trouble fitting that "fat title" in, just use a different font. Quick example:
o m g - finally i see some highlight bakes as an example.. thanks so much for sharing your process, really appreciate it. keep it coming i am soaking that stuff in.
This is an awesome example of nailing the execution of an environment to the quality bar set by the studio and being rewarded for it. Literally holding your work up next to theirs and hammering on it until it fits right in. Nice work :)
Whatever you're passionate about! Though if you're looking for short and sweet you may try things with many different approaches to modeling like complex shapes for example soccer balls and tires.
Looking at the example in the .obj it seems like you can just select the cylinder faces, extract them (leaving the original geometry intact and creating a new object) and then push the polygon normal outward.
I agree do whatever is easiest to work with. Your bottom example would be a pain for me to work with because I like loops and rings. Also... Quad Cap? http://www.mariussilaghi.com/qcap.htm
This didn't get much attention, thought I'd bump it just in case. TL;DR; Is there a way to export Blinn-Phong (as opposed to GGX) PBR textures with SPainter (that look accurate in Sketchfab for example)?
Here is a super quick example. Sorry about the bad quality, I am not at my computer and had to try and use MS paint. Hopefully you can see what I mean.
A specific goal for a specific reason is much better than "I want job." For example: I'm learning Houdini because it will allow me to create technically complex assets that I can sell for $$$.
lots of buildings are made this way. There's quite a few buildings like this in the gears of war series. And there's some cliffs made like this. for example http://udn.epicgames.com/Three/ProceduralBuildingsTutorial.html http://udn.epicgames.com/Three/ProceduralBuildings.html