Okay, I think that I'm more or less done with the 3D small details pass, next step is to add some paintings and posters on the walls and then some general decals and grunge.
Wow, man. These are really cool. I love the lighting and color choices, especially on the bottom 2. Are these still high poly? If so, are using procedural stuff with AO (outside of the decals)?
Yeah, I did try that I had some weird issues with the decals for some reason. Might give it another go, glad you like it though cheers for the feedback :)
the little wing decal on the left of the telescoping stock makes it look like it's part of a team class in a game... nice colored light is a bit misleading but you tried hard buddy
use tiling textures. Using one image for the whole thing is madness. Just use a small tiling texture and then go in and lay decals down/ vertex painting to create variation.
What about cutting the existing geometry to assign different materials, or the use of decals? And we need to keep it realtime, but can we still increase the resolution to whatever we want?
Started adding extra material setups (unique wood plank floor for the decks), some functionality to the terrain setup, decals, and the first few overgrowth assets. Plus chimney blockouts.
I did a quick blockout according to your suggestions: I'm not sure how to make that small piles of dirt next to the grave. I'll probably make it by mapping decal to mesh.
You could use a single tiling asphalt texture, or a couple blended together for variation. Use decal meshes for everything else, paint lines, potholes, patches, plumes and penises.