No. It's not o.k. Set some guidelines for yourself. If you are skilled and want to work for the company as a modeller for instance, why would you sweep floors for them? Yes this is an extreme example. Do what you do and work towards that goal.
That texture sheet could be packed much better. It could be 1/2 the file size of the original, and there's room to include the other pieces on the house... windows, shutters, door, etc. A super-quick example, but hopefully it explains my point.
If you use Xnormal, Use "Bake Highpoly Vertex Colors", and in the High Definition Meshes menu, uncheck "ignore vertex colors", but only do that after you baked your AO map, for example, or else the polypaint will affect it.
Sadly no. Its a pretty small map but would help a lot for example if like one of us is doing some environment work while someone is working on lighting etc. There must be a way as it seems something studios would need.
If it were me, I would be tempted to make it more of an intersection point. Its always more useful to have places where characters can hide behind a corner in battle and such (for if you wanted to pose some characters as an example).
Took a pretty hefty break from this to concentrate on my music more and other projects on the go. Still lots to fix up on the rigging so a distance shot will have to suffice for now (posed in the vehicle game UE4 example).
Ahhh, not exactly but it doesn't hurt. What I mean is that when you focus on a single product to read it's tweets you could shift the palette so it pops out more as a focus. Here's an example of what I mean.
I agree that the placement of the rust could be better, and would add that there should be a bit of variation in the color of the rust also. The paint surrounding the rust could use some discoloration and wear also. This picture makes for a pretty good example.
They most likely use proceduraly created trees (aka something like Speedtree). Would be way too much work to model a super realistic forest by hand. Here is an example for speedtrees used in Avatar: http://www.speedtree.com/avatar/
You could try using a procedural texture for this. If you layer together a few Worley noises you can get similar results. For example https://www.filterforge.com/filters/6534.html https://www.filterforge.com/filters/12449.html