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,…
Terrain for the ground, with a lot of meshes added. Pretty standard method. Lots of info available if you want to dig in: http://wiki.polycount.com/wiki/Landscape http://wiki.polycount.com/wiki/Modular_environments
http://wiki.polycount.com/wiki/MultiTexture and http://wiki.polycount.com/wiki/Modular_environments and The Ultimate Trim
- texturing techniques of Sunset Overdrive
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
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
Heh...I just read your little poem thing and skipped the rest. Either way, think of all the little cubby drawers you'd have!!! but yeah, it's not very portable. It is built modularly though.
Sci fi hallways are always a blast, good for any skill level. You'll brush up on creating geometry in creative new ways without worrying about it being "right" since it's sci fi, and kick up your metalic texturing which is always fun. Most importantly it gets you thinking modularly which is a core skill to have, work…
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