As Nosslak said, you need to build the walls with a stacked bond. But as it's modular you can also create wall pier or a stone column elements to snap between the walls and hide the half-blocks. This would also look more realistic as this is the way long walls with no perpendicular supporting walls are actually built.
Thank you all, I'm glad you like it. The detailing and accuracy should be as it is now, only a bit more. There are still some elements missing like cables and exterior parts. The whole interior is missing. Everything should look complete and believeble in the end whenever it is not 100% correct. Here some wires:
White looks great and gives really unique look to set. As for this death associations you can google "chinese funeral dress" to make sure it have nothing similar. You guys sound like this color is forbidden in China at all, which is not truth. White elements in dress are totally ok imo.
Love that last concept as well, especially with a huge crab coming out like that with eyes and everything. I'm wondernig if they're something else you can make hold instead of an anchor, since that seems like the most generic element of an otherwise very unique idea. Anchor peg-leg maybe?
Simplygon is an awesome tool which I advise trying! Like LoTeKK said a sensible unwrap it should work okay! Same with the model, if the model features good topology then it should simplify easier. I've had problems with control however, especially with separate elements of a mesh which get nerfed completely.
I haven't used max 2015 yet - but I find that in 2014 If i don't have any elements on an object currently selected (ie: vertex, face, line etc.) the camera just pivots on 0,0,0 instead of my last selection or even my currently selected object. It's very frustrating.
The desaturation really helps the realism. It would be nice to see some other elements to break it up, and their transitions into each other. I thought this image had some good examples of transitions from grass to earth to rocky soil and finally to a trickle of water in some areas. Keep up the good work!
Assuming this is the comparison The depth of the dents in the head are not supported by the low poly. I'd either pull back or model that in. The flanges around the head should be more angled out. Some of the black elements need to be more matte in roughness. You got close to t he silhouette, just need some adjustments.
I can't really comment on anything that hasn't already been mentioned, but one small suggestion for the well, would be to put some small elements or rivets on the beams, to show that they're being held together maybe? Looking good though man! I like the style you're going for in your sketches :)
@3dguru: thanx! I won't continue him, but I will probably use some of the design elements in other sketches or other future characters of mine. here's a little vray rendering. the shapes aren't well defined and they don't hold well under bounced light. some of the features are kinda washed out