The variation between objects is looking good, but remember even Diablo is Highly Modular. as for the mood its still hard to say without the texture but the lighting does give visual clues for players ie, stairways, entrances, or focal points.
I am having some trouble modeling some modular pieces for a scene im working on. It is still quite obvious where the pieces are connecting. In udk i have no problem but I would prefer to keep using marmoset.
This is really worth looking into. http://www.kevinjohnstone.com/Help/Modular Environment Design.rar Also linked here, http://wiki.polycount.com/wiki/Modular_environments , which I shared before. I know it's a lot to go through but there's a TON of good info there.
I use some Rubbermaid modular shelving supports and a 16" x 48" shelf board. Hangs on the wall, adjustable. Mounted the monitor on the wall with a VESA bracket with a tilt and pan. Added a stool and it's a dandy sit/stand desk.
A good read here, from an env artist on Gears of War. More in the rest of the thread too. http://boards.polycount.net/showpost.php?p=678052&postcount=32 Another good read about modularity. http://udn.epicgames.com/Two/WorkflowAndModularity.html
block everything out based of whatever you have in the concept and start doing adjustments in 3D. Plan all assets build all structural elements on the grid if possible and keep it modular it will save you time in the long run.
Different technique, separate use cases. Trim sheets are for making modular, well, trims. Decals are primarily for adding unique details. The decal rendering method can vary, with different costs and benefits, etc. It's all variable, specific.
Centimeters for Unreal. I remember a while I ago I forgot to switch my unit setup from imperial to metric. I didn't realize it until after I imported a modular mesh to Unreal. It was the size of an ant.
Sweet swirling large open interior with lots of areas to detail. I hope you went modular! Have fun finishing that! ;) And I agree on the needs focus on texture definition. Nice job so far, keep it up!
baked this bitch i still have to mess with normal maps to get some detail out, but that's later. i made her somewhat modular, so i can switch few things around, i'll demonstrate that later..