Well, I'll say it needs a lot of work. The textures look like something from the year 2000 and the environment too low poly for anything to be considered up to today's standards. The road doesn't seem to be to scale for a two lane road, much too skinny. The picture of the building in the last screenshot has skewed UV's on the brick texture. I'd say, keep practicing your modeling and your texture making.
Well, I'll say it needs a lot of work. The textures look like something from the year 2000 and the environment too low poly for anything to be considered up to today's standards. The road doesn't seem to be to scale for a two lane road, much too skinny. The picture of the building in the last screenshot has skewed UV's on the brick texture. I'd say, keep practicing your modeling and your texture making.
Honestly before tackling and environment like this start small and perfect it. Work on a single prop to get your modeling and texturing skills up then move on. Right now you are biting off way more than you can chew
Agree with TeriyakiStyle. Its far from professional, but its not hopeless. It looks like rendered student work from about 20 years ago.
The textures are all off scale, the lighting is poor, the bump map depth is WAY to high on everything.. honestly the best part of the scene is that door because it seems to be scaled correctly but its textures are poor also.
Nothing that can't be corrected, but I support what others have said in scaling down a lot. Just make the streetlamp or door, and make that to the best of your ability, then go further.
You need to use reference. Find a building you like and model it. Pay attention to details like the scales of the textures. Notice in this scene the sidewalk bricks are a meter long each. Is that realistic? No. Model the details, then once you create the uvs, apply textures and make them the right scale. The most important thing is looking at reference. This looks like you designed the buildings how you think they should be without having used real life reference. If you see good tutorials, the environment artists build a preliminary library of picture references for what they are trying to achieve. It's like a wall of relevant pictures. It can be 30 pictures of if needed, and they use that as they are building their environment. Reference is absolutely critical for believability.
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It looks like rendered student work from about 20 years ago.
The textures are all off scale, the lighting is poor, the bump map depth is WAY to high on everything.. honestly the best part of the scene is that door because it seems to be scaled correctly but its textures are poor also.
Nothing that can't be corrected, but I support what others have said in scaling down a lot.
Just make the streetlamp or door, and make that to the best of your ability, then go further.