Actually the flat parts is very easy, can do this by creating the pattern in photoshop and import it as a brush/stencil. I saw a tutorial about that on eat3D, http://eat3d.com/free/zbrush_stone , which is stone, but the principle is the same. The handle I'm not sure how he did.
Love the circular stand-alone moon-gates. However, i'd like to point out that the broken "arch" won't be able to stay like that, at least if the material is stone based. Or superglue, or steel reinforces inner structure with a moulded exterior. still very nice work.
the first time i tried to ring the bell and rotate the spiky see-saw at the same time, it flipped the stone off and detonated the land mine. I was left with a bell, a scaffold and a spiky bit with absolutely no purpose ... i have to say it threw me somewhat.
If these are for third person, 2048 is way too big and even 1024 is a stretch. Your polygon counts are also very high for third person. The diffuse textures seem a bit too... textured. The Thompson receiver looks like stone, and the 1911 looks like marble.
Honestly, right now it looks like dirty stone. The texture is way too noisy and way too uniform, and it's too dirty overall. There's no way a gun would be worn like that unless you dunked it in mud for an hour, then let it dry and didn't clean it ever.
The cactus looks pretty good, but the stone has severe stretching. It basicly looks like you slapped a photo on. Perhaps you should draw a concept of how you want to the rock to be, and hand paint the shading, then overlay with photos if you want photos in badly.
The stone columns are very shiny for some reason and as mentioned above very clean/new. The fill/fake lights are very noticeable especially the one near the camera. I would turn them down a bit or add them in a way that they are not so noticeable. But overall good start!
just played a quick game with it...took a bit of getting used to... looks lovely only concern is that some of the materials are a touch confusing, i found the stone type materials quite hard to distinguish when not in bright light... could just take getting used to though
Oh, that is very useful advice. I have trees, bushes and stones on separate layers and that front rock too. ... Tried this :/ my map seems to be not so compliant for moving its elements. Thank you @EricElwell I will use understanding of this isometric fundamental in the future progress.
Looks good, my only feedback is the grass, is that something you hand painted, also on the sides of the rooftop theres uv stretching. Also for the walkway id do something different as far as the texture goes. Maybe flat stones that lead up. But yea keep it up.