^^What everyone else is saying. Art direction and cohesion is about making an established rule set and sticking to it. A really simple way to look at it is how corporations use the same sets of logos, brand colors, and typefaces and apply that to all of their documents/videos/print/websites/etc. such as something like…
I've done a bit more work on my scene so thought I'd post more WIP pictures. Here's what I have changed since my last post: * Made oil spill decals for the floor. * Modelled some props that can be seen at the side of the APC: a floor sheet, 3 different styles of paint can and a step-ladder. The step ladder isn't textured…
Glad to hear that a real site is coming along - the blog thing is kinda poopy (I guess the others didn't read your full post lol). I'll give you the strategy that got me into the industry, since your work is structured similarly. I see that you've got the large dock environment. I would spend a significant amount of time…
Great stuff so far! I've been starting to practice modeling & texturing aircraft models and such as well and it's definitely a challenge! Especially sci fi stuff! Looking forward to your approach!
I personally love 'clean' sci fi textures, but i suppose most clean textures might look out of place from the norm. Going against the grain kind of way.
i just finished watching this vid. it should help you aswell. alot of info on making the material look good etc. http://www.3dmotive.com/product-sci-fi-floor
Its a great idea to create your own kitbash library. Ive been wanting to do that for some time. But not only sci fi, but contemporary as well. And a huge shader library as well.