This is my first interior, which has been made in cryengine 3. Some of screenshots are from Marmoset toolbag or 3ds max viewport. I'm making additional probs and tweaking materials and lighting now.
Screenshots from cryengine:
The iron bands on both the doors and the barrels are very thick. For the barrels, they should be ~1/16" (2mm) thick. The doors can be a bit thicker, but you're still talking about ~1/8" (4 mm) thick. Iron is very strong and quite heavy, so it has traditionally been as thin as possible for whatever task it's intended.
The legs of the stools would be planed flush with the base of the seat if they penetrated the seat - otherwise, they'd be extremely uncomfortable.
Overall, it feels like you're trying to over-emphasize the depth of the details - from the aforementioned examples to the stones in the wall. Things will look much better with smaller and more realistic proportions. The engine is certainly capable of displaying subtle details.
The textures overall feel very noisy. Some of the noise - on the stones in the wall, for example - are in the diffuse, while other noise is caused by details in the normal map which are too deep.
The textures also lack any weathering or detailing - scorch marks above the torches, stains on the tables & floor, rust on the iron and shiny spots where the metal has worn. Puddles on the floor, while unrealistic, can add some interest to the scene, and let you have fun with reflections. It's the small details - the final 10% - that really sell a piece. Of course, that final 10% can take 90% of the time, but in the end it's worth it.
Lots of this stuff looks real nice. My main comment would be to try to break up the floor surface, it is very similar to the walls. Look at maybe a different texture or vertex painting. Also look at transitional edges where the walls meet the floor, they need trim or need to fit together properly.
While beautiful, I worry the floor texture is too rough. Architecturally, the floor is the one surface that should see a lot of care given toward a level surface, for obvious reasons.
Replies
The legs of the stools would be planed flush with the base of the seat if they penetrated the seat - otherwise, they'd be extremely uncomfortable.
Overall, it feels like you're trying to over-emphasize the depth of the details - from the aforementioned examples to the stones in the wall. Things will look much better with smaller and more realistic proportions. The engine is certainly capable of displaying subtle details.
The textures overall feel very noisy. Some of the noise - on the stones in the wall, for example - are in the diffuse, while other noise is caused by details in the normal map which are too deep.
The textures also lack any weathering or detailing - scorch marks above the torches, stains on the tables & floor, rust on the iron and shiny spots where the metal has worn. Puddles on the floor, while unrealistic, can add some interest to the scene, and let you have fun with reflections. It's the small details - the final 10% - that really sell a piece. Of course, that final 10% can take 90% of the time, but in the end it's worth it.
Your sword edge looks really low on detail tho