You're right, the fireplace doesn't fit with the rest of the scene. Mostly because of the stone texture. The color channel is way too high contrast, with too much ambient occlusion. It ends up looking kind of stylized compared to the wood textures. What reference were you using for the stone texture and the fireplace?
Monday Update - Added an actual background, and did a 2nd pass over some of the textures. The background is from Unreal Engine, I created the base sand and stone textures and set up terrain painting with them. Considering doing height maps to blend them better, or putting sand inbetween the stones.
Although once you hit lvl 80 gear, you will need "fine" transmutation stones which you hafta buy with gems. Lucky you can trade your gold for gems, instead of using real money. You can also find the fine stones randomly in the lion chests.
this keeps looking better and better ;) I will add also that u need to make some dirt/drakening where your stairs meet stone wall (small one that has fire on it). Also mapping of horizontal wall pieces doesn't match with angled ones. The cut in stone texture is clearly visible.
Stone Wall A small project I made to chill out, I was very inspired by the incredible work of Vincent Dérozier on AC Odyssey, especially with the Mycenaean Collection. It gave me the envy to produce more stone surfaces ! 100 % Substance Designer, rendered in Toolbag. Artstation post…
If I were you (I'm not, but if I were), I'd go more in this direction with the lighting. More contrast, mostly blue, with places are stark orange to really add some colour theory nonsense. Also, add some specular to those stones. Stone can be pretty speccy at times. (especially when it's raining!)
You can try to use your array as an emitter and use the stones as particles. Might sound a bit over complicated, but give you a lot of randomisation options. The array geometry can be a single vertex or face and the emitter has to be setup accordingly to assure that you get one stone per face/vertex.
Looking good man. You should try and make some of the edges less even and sraight. Also you seem to be treating your stone the same way you are treating your metals. Most of the time when you get an impact on stone you will get chips come off rather then a slice.
Cool stuff you got here! But in my opinion, to really bring it to life, you should add patches of random dirt and dust in between panels. For example, the stone tile floor looks good but could use some variance like cracks or dirt for the parts in between each stone tile. Keep it up :)
The building colors all seem stuck in a middle-brown. Moving the walls more towards white, the stones to gray, and the chimney top to a red clay would add a bit more variety. The chimney looks rather forced; the 45 degree stone poking out of the roof is odd, and the cap seems rather ornate for the building.