Rsharma - if you're doing this as game art it's pretty important what it looks like running real time in the viewport. Renders look great and all, but aren't really a representation of what things will end up looking like in a game engine.
yup cos lighting is addative not negative in the real world and now thank fuck in good engines. its like the difference between old (puke inducing) backward shadow casting and new forward lighting edit, and yeah get on with the ground, most important part of the scene and your lleaving it till last tch tch
This is a nicely composed scene. The proportions are slightly stylized but consistent, prop placement feels pretty natural and balanced, although as Ben Apuna pointed out the duplication of the carts is a bit noticeable. Is there a particular concept you're working off of or are you just winging it from various references?…
Looks good, maybe breakup the ground geometry a bit to give it some dips in places that would be more worn down by people traveling over it. A bit of foliage here and there might help too. Stack a few props onto that cart in the middle so it does not look like an exact duplicate of the one right next to it. Any plans to…
Thank you all for your comments. slipsius: I'm trying to not go for high poly, I still have to work on budgeting my polys. I am planning on doing variations to the barrels, the ones there right now are just place holders. Ben Apuna: Thanks for the welcome :). I will take it into a game engine once I learn how to do it but…