Looks great! The one thing that sticks out for me is the orange covering up and blending all the other colors together too much. I'd say try to add more color variation throughout the scene, and really individualize each surface such as stone, marble, metal to make them stick out.
As Nosslak said, you need to build the walls with a stacked bond. But as it's modular you can also create wall pier or a stone column elements to snap between the walls and hide the half-blocks. This would also look more realistic as this is the way long walls with no perpendicular supporting walls are actually built.
I do understand what a roughness/gloss map is. That's not the problem. I just wanted to know what the common workflow is to create them. About the "blank" roughness map: It was an example, because Rocks/ Stone have a high roughness and thus only few parts are grey-ish. It depends on the case of course.
As for me,I would prefer IK for throwing the stone,I just need to key the handle at specific positions and tweak the curves in the editor.Same IK for taking his hands to his mouth and walking away.I just need to key the movement at the right positions to maintain the arcs and then make sure the timing is good.
http://www.whereisit-soft.com/ i use a stone-old version of this to keep track of the contents of my data-DVDs. it's quite a capable app, has never crashed on me and is quite affordable. this is a freebie for personal use: http://www.tjelinek.com/main.php?section=d&setLng=EN no idea, how good it is tho.
Been doing life drawing and anatomy studies for a while now. Recently I decided to start doing some "proper" drawings of what I want to do, wrestlers! As far as critique goes, destroy me please. Ryback Stone Cold Steve Austin Ryback and Rusev Kalisto Big E Langston and Dolph Ziggler Work in Progress
Thanks so much for the feedback! That's what I usually do but this time I'm thinking of making it as an actual stone sculpt, and the character is going to be rather basic so I didn't choose to sculpt it symmetrically. And yep that's something I'll be working on, so it looks more grounded. Good point, thanks again:)
Regarding the cloth in the witcher my guess is that they could have used an Oren-Nayar diffuse shading model. It looks very good on rough surfaces like cloth and stone. It may or may not be overkill to go that far, but it's something nice to keep in mind. http://content.gpwiki.org/index.php/D3DBook:%28Lighting%29_Oren-Nayar
Is this just for a generic tree? Or will this be a object the player can interact with? For generic trees I would recommend you using tilable textures and no unique normals. It saves texture space and you dont need to create new normals for every tree. Seams could be hidden by some placed stones or grass bushes :) .
Do you have an AO map within your diffuse? Looks like that is what is making your grout look so dark. Maybe try turning down the opacity of your AO map. Also adding is some blueish highlights to your spec will really help your stone material.