Started working on another prop for the scene - a 1930's Zenith radio that I think has a lo of character. Here's where I'm at so far with it. Had to run to work right after I extruded in the speaker grill on the left so havent had a chance to bevel those edges yet. I'm actually really happy with how its coming along so…
You need a lot more breakup in your texture, and maybe a few variations of stairs, so it doesn't look like the same stair repeated over and over. Your stone work could be a lot dirtier as well. I'd get rid of the blood stains as they're not really helping any story of the environment.
I don't consider myself a vehicle artist, let alone a shipwright, but I have some some thoughts... At a glace I kind of saw your sloop as more of a ship-in-a-bottle model than a gigantic ship that a crew of people will ride on. And that might be due to the DOF of the shots and it could very much be what your were going…
Pretty darn blown away with the detail. Also if you're still thinking about taking another pass on the tattoos, I'd just hand trace the current designs with a brush that makes a dirtier line. A lot of home tattoos have a really "deep/blown out" look. If you get close to the linework, it looks like it's bleeding underneath…
Hope this explains it. Can't remember why I did the one directional blur for the front part but whatever. I was thinking about adding some scattered tobacco as well as length variation of the cigarettes and make them look a bit more dirtier but I'm currently busy with other stuff.
Looks less apocalypse and more my house on a Sunday when I'm too lazy to clean up after myself! (aside from the boarded up windows) Jokes aside you're on the right track. Proportion wise everything looks a little 'chunky' e.g. the wide frame that leads into the room with the two blue couches - on the concept it's a lot…
The first step is to work inside a master PSD containing all the maps as groups (which also allows you to use one of the few 1-click export scripts available). From there are a few ways to have data easily available everywhere in the file. - Saving masks to channels and/or layers : You can save them as selection inside a…
that's some serious kit doc rob. [ EDIT : ] shit. both of you guys. nice. personally i'm looking for the dirtiest cheap and minimal solution i can find but if i could spring the cash for something like that i'd feel pretty fancy