nice work on the ghostbusters props. I thik your firehouse textures are just a little off though..like in the verticle white bricks on the front face.. look at the ref shot compared to yours.. nice work though! good luck on your job hunt.
Not looking too shabby. One thing that pops out at me, is that your grime is coming across a little too dark. Its reaching black pretty easily. And other said, start breaking up the repetitive brick with some decals. graffiti works great for this.
It really seems like your wall here is sunk half way in the ground. You don't have any sort of trim on the ground, and your arches look like the tip of a much taller arch. There are a few seams in your brick texture. Good luck!
quick render in Max before starting to assemble it in UDK. Some of the textures, like the brick are tiled horizontally, whereas some of the more individual pieces like the standard window and the curved corner on the building will have some Ambient Occlusion baked in prior to full texturing.
I really like what you have going here, especially the roof tops and how you adding geometry to the edges. I think you should do that to the brick areas by adding a cube here and there. Anyway looks great, very nice textures.
The props are looking terrific, but there's far too much green lighting in your scene. I think the scale of your brick texture may be a little off as well. I really like the overall shape and design of the station as well as the camera angle. Keep those! :)
Or let's say we have this photographic texture here: http://www.cgtextures.com/texview.php?id=8431&PHPSESSID=a5dij4aulchfnrt7tpi6vc72l5 Is there any conceivable way to equalize the lighting, by e.g. getting rid of the deep dark shadows in between the bricks? Or should this texture go into the trash bin?
I've still got to make a few separate props ie. a ladder so you can climb to the 1st floor. Brick rubble based floor for the whole model to sit on. Also more roof damage (planks of wood trailing off around the back).
Looks great, always good to see good Unity graphics in here. I'm guessing that the lighting is baked? Is the texture blending on the walls (paint and bricks) baked as well? I have been looking for a method for blending dynamically with vertex colours. Big props on the detail.
Update, Thanks for the feedback @Klawd and @Ashervisalis I went trough the model and added bevels on the major assets like the building, brick ect. I also messed about with the values on roughness to bring down the shininess on the building and to increase the metalness of the panelling at the front door.