More posters, more decals, or simply more props like vents, maybe a wall phone or other garage-oriented props. : ) EDIT : Also, like Cay said, some oil drops or tire marks on the floor would be really cool.
update: I've been messing up with substance designer (still learning it) and created some tileable base textures(no decals, detail overlay yet). I haven't used photoshop all are created in substance designer. shots: Thanks for the comments/crits!
Everytime I see this I'm in awe man. Have you seen this thread? The devs seem to heavily use symmetry with decals to add asymmetry. May be useful to you depending just how closely youre trying to match the game art :)
Textured floors, stairs and some walls. Also did a test lighting to have a better understanding of albedo colours. The little details I'll be adding as decals later, as well as the animated screens. Next will probably do the wall modules and windows on the right.
I agree with /0. The skin could use some more interest. Right now the texture is too soft and smooth. The skin around the skull piece needs some depth to it. Right now it makes the skull piece look like a decal.
This is all looking good so far! The wall is lacking the rust layer but that's probably in the works. Is that going to he a master material later or decal? The floor is looking somewhat blurry but that might not matter as much once the water layer is added with the reflect/refract.
We made extensive use of decals throughout the buildings in both the game world and the home city. That allowed us to create more surface variety with a limited texture set. We had to juggle a balance between vert count and texture size.
Thanks :D! I agree. I want to add custom meshes to the sides as I feel that UE5 Landscape tool can't recreate it to my standards. I also wanna make custom decals on the road for the flat snowy bits as well. Moving the lighting panels up a bit and adding these would seal the look I think.
@Pinkfox Thank you for the feedback! I have some more progress pics I'm starting to put more detail. Just need to model the harp and I'll be able to do a more detailed texture and decal pass. Please let me know what you think and any suggestions!
Next update. Managed to get the dust layers to work. Because it was not strongly visible, I decided to add some decals such as hay and dirt under the boxes or on the floor and on the sides. The size of the tables has been increased. As always, open to any type of feedback.