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
That cliff seems to be using a lot more polys than it needs. You may want push and pull the geo to get more rocky shapes that conform to the texture. Currently the cliffs are looking really blobby. Try modelling out the cracks a bit. Check out this great tutorial on this:…
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…
I would focus on one small area and fully do the diffuse, spec, gloss, and normals from start to finish. Right now it seems like you have a good hold on the design of the level, but are spreading yourself thin on the art by doing a very little bit of everything. Depending on the art style you are shooting for, the lighting…
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,…
http://wiki.polycount.com/wiki/MultiTexture and http://wiki.polycount.com/wiki/Modular_environments and The Ultimate Trim
- texturing techniques of Sunset Overdrive
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
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
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