i've never done one before myself, but i think that would be very specific to the goal at hand. Like how large is the environment, can it be broken up modularily or is it going to be mostly unique, does it have to be in an engine? Sorry i cant help much but it just seems like a very broad topic
Lots of possibilities for texturing buildings like this. Start here http://wiki.polycount.com/wiki/Modular_environments Also look here http://wiki.polycount.com/wiki/MultiTexture
That cliff seems to be using a lot more polys than it needs. You may want push and pull the geo to get more rocky shapes that conform to the texture. Currently the cliffs are looking really blobby. Try modelling out the cracks a bit. Check out this great tutorial on this:…
It's the same, but they do not depend on BSP alone. For example, you might make a corridor out of BSP brushes, but then you'd cover the flat walls with meshes. That way, you can have the benefits of a BSP tree with the beauty of your static models…
Long time, no update. Art creation hit the skids last fall with the sudden advent of a huge increase in my daily workload when half our team at my day job was layed off. When I did get back into doing some more art on my own time, I ended taking a hard left turn when I was offered the opportunity contract work on two…
Thanks guys for the feedback. The scale is also my thoughts. But to specifically answer a couple of things, the dent that I talked about turned out like nothing I wanted so I scraped it for further learning. Something I want to get back to, but once I've learned more. And there is a keypad because there are other objects…