So because of our change in the game where the player is now experiencing memories that are good or bad, we went a little less dark in the environment since the light is suppose to bring "hope" and positive feedback to the player. Even though the models and textures are going to be natural colored, the black/dark atmosphere is simple enough to differentiate the light from the dark. We also agreed that if mood lighting is needed, then we will go in and establish that.
I went back to Olsen's Monster model and changed him to fit in with the concept art a little more which was a simple change.
I went in and finally UV mapped the tree, which took a little longer than I thought because of the branches at the top. I am not fond of tube models.... Their UV maps always give me problems. Texturing this was interesting because I noticed how a lot of painterly effect was interfering with the paper texture. All I did was paint bucketed gradient rather than trying to paint a gradient. The gradient really helps push some of the forms to come out of each other. Then of course the paper ripping lines were fun to paint!
Even though it was very late in the process of character design, half the team felt like the main character was too weak looking. he didn't have enough that helped describe him or influence his silhouette design. I went ahead and did a new iteration while trying to stay with the form, but adding more detail. Then I took Brice's design and merged our designs together according to the group's response. We have an issue with agreeing with things, and especially saying that when we already spent half our time continue with the old previous design. As a team, we need to be assertive. I understand we are all friendly and friends with each other, but if something is not working for someone, it should definitely be established earlier, cause Olsen wasted a lot of his time modeling the previous model, which he could have worked on something else.