Yeah, it's too low res. You want to use real-time shadows in cases like this, look up the cascaded shadow mapping settings for the dominant directional lights. It allows you to blend static shadows into real-time shadows when the shadows are close to the viewer.
I wasn't happy with the old edging so I modelled up a new one. Only the base colour is in at the moment and even that is missing in areas :P I will be putting some little bits of fallen rock and dirt around the edges as well to help it blend with the floor.
I personally find 3D Coat's painting workflow to be pretty straightforward if you've ever painted in Photoshop or Krita or something like that. The roughness/metallic blending modes are a bit tough to get used to as well as the masks system but basically you just have to paint the texture.
I think the Brightness and Saturation of the Moss is to high. Also use the brick-hight to create some kind of AO on the blending area. On final add some 3D Assets to the mossparts that it dont look that flat. Or try to use displacement on mossparts to push them out a bit.
I'm with Slum on this one. He's more or less just telling it how it is. Consider it a blessing that even with a cutthroat mentality in play, in the freelance field you have the options of naming your price. Most jobs on earth they just tell you "You work this long for that much."
These latest shots are really nice, good colours and composition and the lighting has improved too. There does seem to also be some light bleed on that roof in the last shot. I cant tell well from here but maybe the wood texture on the barrels could be less flat.
Hey, just curious. I'm following your process but what blending modes do you use to put it all together. A simple synopsis would work wonders. Also, I'm in Thailand but I hear amazing stuff about FZD. How was your experience.
You can combine them in Photoshop if you use one of the layer blending modes, Overlay for example. But your normal map looks odd. The bevels seem very weak. What do the high-poly and low-poly models look like for this part of the map?
It depends on how the substance was made. I've found that certain techniques won't always scale well, like edge detect or similar effects. Looks like this relies on having good definition of the grout to form the bricks and blend other grunges, but is getting lost as it's tiled down.
Make sure your smoothing groups are correct and also your UVWs are way too close to each other which will have your normals bleed over other areas, give them some padding. And make sure what you're baking isn't inverted