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
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…
Thanks for the advice man, after looking through some fairly creepy sites, I managed to find this set of images for an underground tunnel that I thought looked pretty cool, and actually fairly simple to accomplish, but i can add enough to make it look cool. Uploaded with ImageShack.us so yeah, not my only ref but just…
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
If I'm understanding this correctly, you only used a albedo/diffuse map for everything here and no normal/roughness/metalness? If so, I would learn how to texture properly in a PBR workflow as that is what will be used in a AAA production. You never want to handicap your work with excuses when presenting. If you are aware…
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…
For sure you have already seen this http://oldwiki.polycount.com/ModularMountAndBlade ,but i put it here anyway because it is a great reference and tutorial. Good luck!