Thanks so much to you both! I really appreciate it.
I'm starting to get into some of the texturing now, but its more a big experiment in marshalling content between blender and painter, i've never really worked at this sort of a density before and even the UV mapping which would normally be very straight forward starts to get a touch annoying.
Don't stop now. You're at 70% - this could be mind-blowing if taken to 90%+.
Being smart and not spending a lot of time I think you can tweak a few things: 1. Composition Add a foreground and background to create some real depth and separation.
2. Color You don't have any complimentary color here. Splashes of pink/purple bushes and/or trees would create some juicy color contrast!
3. Lighting Adding the sun in the back with some subtle lens effects could be a cheat that would go far. Or maybe even a rainbow like this Witcher shot. (little particles of flaying grass/leaves in the foreground are also a simple way to create dynamism and depth)
Indeed, they're great when trying to reference stuff that's either 'hidden' or difficult to gauge via just eyeballing sucky looking pics so these are routinely sources I tend to make use of, among others:
When it comes to lighting if you compare your histogram to your reference you will see that you have a lot more darks/contrast. Most likely due to the shaded empty forest space to the left. Once you fix your composition it's going to help you get the values closer. But also please note that the film shipped with higher contrast than your reference. Which is what human eye and brain generally prefer. So if I were you I would definitely increase the contrast to match the film. And would have probably made the foreground plant even darker to improve the depth of the frame. Due to aerial perspective the darkest shadows are always in the foreground so it's a great way to tickle your audiences brain with a real feeling of depth.
If you look at your reference - the focal points like the winding road and the house fall neatly on the thirds But your reference has an aspect ratio that is not conventional for games or film. So when mapped to your composition it doesn't support the focal point. There is just too much empty space and your focal point is not highlighted to it's full potential If you compare to how the film shipped in this aspect ratio you'll see that the framing is quite different. It uses a longer lens which results in a tighter crop on your focal point: Which is also beneficial for you because it cuts out a lot of the the scene you will not have to bother with populating. So use it to your advantage. You can improve the composition while at the same time cutting down the amount work. And once you lock the composition (or multiple if you have them) - you'll be able to proceed with spending time in areas that don't matter.
I'm creating the modular assets after wards i will try to create some sculptures and details in a demonic style with some other ornaments i will try to look for some assets online and make some modifications over it
@sacboi If i understood it correctly, i basically didnt even need to make the interior, as the outer parts are sufficient enough to show what i know? One of the main reasons i chose this as my project was, that i used to play a lot of Company of Heroes 2, and boiii, this tank won me many battles. Plus, im positive the devs added atleast a cube for the engine, when it gets destroyed that it looks nice, and i also wanted to make everything, but thats on me personally xD