Hey so I've seen a bunch of people post about western scenes today XD but your's stands out better to me due to the stylised texture. I'd watch out putting that huge texture cross the building, if you made it tiling you could have it tile across the walls and help tie in sizing.
Other things I'd tell you to watch out for his lighting, doing a hand painted style its important to establish a light source when you start texturing (usually its a top down light). I like to have quiet a high contrast between my lighting so it makes things pop, I usually add large highlights between wooden planks and highlight the edges, this just helps things stand out and not get lost with each other. Adding scratches and dents are things you should definitely do if you wanted to make it feel old and worn out.
Ya there are a few of these floating around today. My guess is an instructor is encouraging his/her class to seek feedback/critique from the polycount community. It'd be better if the class started a single thread so the feedback could benefit all.
Replies
I'd watch out putting that huge texture cross the building, if you made it tiling you could have it tile across the walls and help tie in sizing.
Other things I'd tell you to watch out for his lighting, doing a hand painted style its important to establish a light source when you start texturing (usually its a top down light). I like to have quiet a high contrast between my lighting so it makes things pop, I usually add large highlights between wooden planks and highlight the edges, this just helps things stand out and not get lost with each other.
Adding scratches and dents are things you should definitely do if you wanted to make it feel old and worn out.
Ill link you to this tutorial on hand painting an environment its super helpful and will explain things far better than I can XD
https://www.udemy.com/3dmotive-model-and-texture-a-stylized-dungeon-for-games/
Keep up the good work you'll get there in no time