the problem is that you have modelled in all this small detail and then just covered it all with the same tiling texture so it all gets lost. You ref on your website for this piece looks nothing like what you have made here, only from a modelling perspective does it match. Study the texture on the ref you provided. Look at…
1) Too much white behind dark props. Pick a more neutral color for the background like gray. Example See how the brown in the chest disappears on the white background? 2) The env in the Broken Hearse scene is pretty bad... You could do a lot with the lighting and some minor terrain changes and really help this along. 3)…
Did you bake any ambient occlusion maps for any of the assets in the victorian house environment? It just doesn't seem to have that pop at the moment, and it also looks like you're using dynamic lighting in that scene, which gives everything unnaturally hard-edged shadows. I think this is a good example of how bad lighting…
- Some UV mapping problems (eg. victorian house, last pic to the left). - That broken hearse (looks burnt to me).. why is the lamp still glowing? doesn't seem broken to me. maybe it has gameplay functionality to draw the viewers eye but it doesn't seem like it. - The broken mausoleum. I think the diffuse could be 256x256…