I like your reference a lot. What strikes me is that the house looks a bit flat. Maybe you could add more geometry to make the silhouette more interesting. Making stones and wood beams stick out. I read this great article about housing, i'll have a look if i can still find it. It also talked about adding geometry to define…
1. http://wiki.polycount.com/wiki/Normal_Map_Modeling#Low-Poly_Mesh 2. http://wiki.polycount.com/wiki/Texture_atlas 3. Several ways to do ambient occlusion for games: a. Create a 2nd UV set for static baked lighting. http://wiki.polycount.com/wiki/Light_map, http://wiki.polycount.com/wiki/Ambient_occlusion_map. b. Bake AO…
You could probably do with baking some AO to the vertices and also add a few decals, also the stones and wood still look quite noisy. Hope this helps - http://wiki.polycount.com/ModularMountAndBlade
These resources might help explain things. Everyone does it a little differently, mixing and matching techniques. http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/MultiTexture http://wiki.polycount.com/wiki/Texture_atlas
This is a great start! I think the wood needs a bit of modeled detail. The wood timbers on real houses generally sticks out some from the brick. So your model would be better if it has this raised detail. This page on the wiki might help you. http://wiki.polycount.com/wiki/ModularMountAndBlade
If you don't have a clear idea of what the building should look like, then building a blockout is a good idea. It's usually a good idea to do this for a game level too. But usually you can use just boxes and simple shapes to make the blockout, not worth the time to make custom detailed meshes. You shouldn't unwrap any of…
I would focus on one small area and fully do the diffuse, spec, gloss, and normals from start to finish. Right now it seems like you have a good hold on the design of the level, but are spreading yourself thin on the art by doing a very little bit of everything. Depending on the art style you are shooting for, the lighting…
I will focus on 3 issues for now: 1 - You really need to pay more attention to proportions and sizes. The concept room seems to be roughly square while yours is very wide The platforms are between 4 and 5 meters wide with the lower area varying between 3 and 5 meters. The angles of the platform shouldbe a strong 45 degree,…