was gonna say, love the amount of effort and detail you put into those wall and floor peices (lotr rock faces and the peeling plaster walls especially). Great stuff man. Really hope you've got some process/workflow pics somewhere too, would be amazing to see :P *bookmarked* :)
here's another shot with me laying out the basic colors plus the first texture for the building which is the plaster type wall. I've come to the realization that it's more difficult to do subtle textures than I thought, and still make it look like it's real life counter part. Texture 4
I think the tiles on the roof need more depth, this could be done by adding darker shadows between/under each tile or by baking (stronger) normal maps. I'm not sure what the texture on the wall is supposed to be, looks like an amalgamation of brick, plaster and mud. You should define the material better.
Alright here is a quick texture update as I start to fill in some areas. The other main textures I have to do in concerns with the building are brick, roofing, and plaster. After that I'll go back in and make sure the color scheme matches. Then I'll do some of the smaller unique pieces, followed by the environment.
Still undecided on what to change about the girl plastered on the front of my building, today I scattered the air con units, I plan to model various sizes as well to emulate that of a crowded and overpopulated building like in this ref image. I also blocked out a basic fire escape which is subject to change as I add…
well most of metals are dark..if I were you I would make differences among metals especially on spec and gloss. now the grip, scope and wear looks like plaster....dark diffuse low gloss and higher spec should do the trick on wear. On scope I would personally go for high spec, high gloss, and very dark diffuse.
You can definitely push the hue variation more! notice how the stone/ceramic (plaster?) wall has whole strokes of red blue and yellow mixed in, giving it that painterly feel. same with the floor boards, play with green tinted spec maybe? just try to get more subtle color into the textures. nice stuff though, I like the ref.
So, I lied, wasn't exactly finished with that one, got some solid critique on it so I made some changes. Also started a plaster wall substance. By the way, thanks to Hugo Beyer for sharing some mask generators in his tut, really speeds up the albedo process. Gonna have to try making some of my own soon.
I think the head needs to be squashed a bit so that the skull isnt so elongated. The ears also appear plastered to the head with almost no seperation on the back side. And based on the age you appear to be going for the drop off of skin under the jay seems a bit pre-mature, keep it flat along the bottom for at least the…
Thanks, yeah it was bugging me too after uploading so i fixed it, but will also break it up better because It´s a bit to even right now. Also i will fix the dark part behind. It´s just a flat color right now so will give it a texture, maybe wood or white plaster?