I was about to mention this before I saw your post. Good call! Another thing I'd do is extrude some of those roof tiles out to add some depth. This will help quite a bit since the player will likely view them from below. Blizzard does this quite a bit in Diablo 3 too. Check out the rooftops in old Tristram for reference.…
The aim of this project was to produce a high quality next generation character, rendered within UDK using dx11 and all of it`s features. The final character count is around 110k triangles with legs and weapon. All accessories are modelled textured and baked individually off the character so they can be swapped and…
I guess it all depends on how it's gonna be seen in game. If the player will only see this from the ground focus your detail on the gates, wood trunks and obviously terrain and foliage. If the player can, however, walk on that bridge up there effort on the roof is justified as it could be seen up close. But I second…
Looks pretty good. Are you using any normal maps? Let them do some work on small details (Replace bump map). I don't know what level of detail are you going for and what level of optimization you wish to achieve, but you can pack textures more modularly.
http://www.thiagoklafke.com/modularenvironments.html go down about halfway to the bit about using bend modifier it's almost the exact same situation :)
Looking good, especially the wattle/timber wall section. The roof and stone walls are looking very flat though. I don't know if you're planning to optimise later, but right now you've got a tonne of unnecessary geometry. Check this out if you haven't already! http://wiki.polycount.com/ModularMountAndBlade
I would suggest crease modeling the low poly ontop of the high poly, and baking from there, look up at this, same idea applied to the breasts as the top of a building: http://wiki.polycount.com/ModularMountAndBlade
I'd say make a few variations, even. Have a couple of loose planks, but also have models that are 5 or so planks as one object. This will save a you a lot of instances and will allow you to build things much faster. Yes the best way to get a high resolution texture is to work modularly and instance objects around. For…