Just for Galemp's reference:
[20:07] <Brand-X> Well Galemp, here's what I'd suggest, looking at that
[20:07] <Brand-X> 1) Recessed areas, to make it look as if things just aren't tossed on there
[20:08] <Brand-X> 2) Have multiple levels of greebles (as in greebles on top of greebles)
[20:09] <Brand-X> also that means differing heights between them, some that protrude far more than others
[20:09] <Brand-X> good example:
[20:09] <Brand-X>
http://www.cloudster.com/sets&vehicles/SWstarDestroyer/StarDestroyer081.jpg[20:10] <Brand-X> create bigger greebles, then greeble those greebles
[20:10] <Brand-X> It'll create a more structured look
[20:10] <@Galemp> hm
[20:11] <Brand-X> Also, have in mind a purpose for the greebles, think of what the area does and greeble it appropriately. Build a story for each greeble
[20:12] <@Galemp> good idea
[20:13] <Brand-X> It'll help with believability a lot, and take it to the next level, from random bits stuck on for no reason to having a purpose