I'm a pretty relaxed guy who doesn't worry about a lot of things. i love video games and 3D modelling, Texturing is something that just started to get my attention and i hope to someday be decent at it.
as for the door skulls and the ones in the little "shrines" the skull adds quite a bit of polys so i didn't want to add any more. but now that you mention it i might add it to the doors anyway.
skulls come in all shapes and sizes, none are identical.
the one on the doors are different because they are 2D while the other ones are 3d model which i did because they were inside another model so it would be hard to see if they were 2D.
on the door they are clearly exposed so there is no need to make them a 3D model and i couldn't find a better skull picture from the front.
like i said, i might change the ones on the door with 3D models, but i'll see about that later.
I see a minor problem here: you have a differently looking types of skulls (proportions, depth, etc), 3 of them, which break the entire concept/style.
different sized skulls actually isn't that odd in 40K. you see it everywhere. Thepaintingbunker.files.wordpress.com
as for the door skulls and the ones in the little "shrines" the skull adds quite a bit of polys so i didn't want to add any more. but now that you mention it i might add it to the doors anyway.
I do not mean different _size_, but I mean a different _style_ of each skull type.
Especally that one above the locking mechanism, in comparison with other two on the door.
P.S. ...And on the picture your provided, all skulls are quite similar to each other.
skulls come in all shapes and sizes, none are identical.
the one on the doors are different because they are 2D while the other ones are 3d model which i did because they were inside another model so it would be hard to see if they were 2D.
on the door they are clearly exposed so there is no need to make them a 3D model and i couldn't find a better skull picture from the front.
like i said, i might change the ones on the door with 3D models, but i'll see about that later.