Textures seem pretty blurry and lowres. You didnt uniquely unwrap that entire building did you? This is definately something you should be using tiling textures for.
The model looks ok, I don't much like the textures as they are very splodgy. Try adding some sharper, finer strokes to define the shapes and material better.
Started to do a paintover, but then just pasted a photo for u...just compare, and this will help you out a lot...make your loops define more form also.
Day 76/360 of my art challenge: I explored the Coordinate system in Blender. Blender uses a right-angled “Cartesian” coordinate system with the Z axis pointing upwards. The Cartesian coordinate system defines the position and orientation of any object in 3D space using three numbers: x, y, and z. The X-axis indicates…
Update: Worked more on defining the model and getting it out of a blockout stage. I also began working on a trim sheet for this model, still workshopping this and figuring out exactly what I need, so I have left some empty space. If anyone has any thoughts or feedback I would greatly appreciate it. Thanks:)
This is a ray distance issue where the rays intersect with unintended geometry in their path. One option is to tweak the maximum ray distance another is to use a manually defined cage