Hi! I think with what's here, both the mesh shading and the surfaces can be improved. Some modules, such as frames/arches, would benefit from more detailed models. With wooden structures in particular, I think it's important to get the grain direction of the wood right.
To improve the mesh shading, I would add some sharp edges to make it more defined in places (where it's actual hard in real life). Additionally/alternatively add support edges and face-weight vertex normals to tighten the shading.
With the surfaces, I think currently some parts, particular wood, have too much noise/bumpiness in their normal maps. This makes it look like those parts don't quite belong in a mansion settings, more like rough wood of an outside structure. I don't know what kind of limitation you have, but you could add variation to large surfaces by blending between two texture sets using a vertex painted mask (or just modulate the PBR material values). Other than that decals and detail meshes could be use to break things up.
I agree on Alex's roughness comment. If you look at light response on the railings in particular, the specular highlights are very broad and even. I think more information in normal and roughness map would help break this up.
Overall it would help if you described the intended scenario in more detail. Currently it gives me strong Resident Evil 1 vibes. But it's pretty empty. Simple props to add could be vases and furniture, for quick additional variants you create blanket covers. Perhaps a cobweb layer on top of everything.
Also make sure to dissect references, find images of real life locations and check their make-up. Of course it's never a bad idea to look for existing game environments, see what elements and techniques artists picked to define the location.
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To improve the mesh shading, I would add some sharp edges to make it more defined in places (where it's actual hard in real life). Additionally/alternatively add support edges and face-weight vertex normals to tighten the shading.
With the surfaces, I think currently some parts, particular wood, have too much noise/bumpiness in their normal maps. This makes it look like those parts don't quite belong in a mansion settings, more like rough wood of an outside structure. I don't know what kind of limitation you have, but you could add variation to large surfaces by blending between two texture sets using a vertex painted mask (or just modulate the PBR material values). Other than that decals and detail meshes could be use to break things up.
I agree on Alex's roughness comment. If you look at light response on the railings in particular, the specular highlights are very broad and even. I think more information in normal and roughness map would help break this up.
Overall it would help if you described the intended scenario in more detail. Currently it gives me strong Resident Evil 1 vibes. But it's pretty empty. Simple props to add could be vases and furniture, for quick additional variants you create blanket covers. Perhaps a cobweb layer on top of everything.
Also make sure to dissect references, find images of real life locations and check their make-up. Of course it's never a bad idea to look for existing game environments, see what elements and techniques artists picked to define the location.
Good luck!