Hair creation methods. http://wiki.polycount.com/wiki/HairTechnique Why the problem occurs and how to fix it. http://wiki.polycount.com/wiki/Transparency_map#Sorting_Problems
If you can edit the vertex normals, this helps avoid that flat look. http://wiki.polycount.com/wiki/Foliage http://wiki.polycount.com/wiki/VertexNormal
We have lots of info on our wiki about presentation, and about finding work. Might help you. http://wiki.polycount.com/wiki/Portfolio http://wiki.polycount.com/wiki/Game_Industry
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
http://wiki.polycount.com/wiki/Vector_displacement_map This might give you a starting point. But it sounds like you want whitepapers. http://wiki.polycount.com/wiki/Whitepapers
We have some info here that should help too http://wiki.polycount.com/wiki/Polygon_Count#Typical_Triangle_Counts http://wiki.polycount.com/wiki/Topology#Realtime_Topology_Examples
First, What's the difference between a level designer and environment artist? Then choose either: http://wiki.polycount.com/wiki/Level_Design or http://wiki.polycount.com/wiki/Category:EnvironmentModularity
When I started out, I used this as a guide. http://wiki.polycount.com/wiki/Freelance#Freelance_Rates Id also factor in how strong your work is and if you have experience working in a company.
I started a thread about Freelance wages a while ago. Might help, might not. http://www.polycount.com/forum/showthread.php?t=75101 There might be some other good info in the Wiki as well. http://wiki.polycount.com/CategoryGameIndustry