Hey Dethling, you're progressing well but you gotta push the tones alot more and never work small. Try to get into the practice of working on maps one or two times the size of what you intent as it won't come to bite you in the arse if your boss says you are now doing a PC version during the pipeline. I recommend forking…
Jeff's gave you some excellent tips and suggestions, so take them into account. Over than that I love the clutter of the scene, to get some idea for possible shapes and angle take a look at the Torchlight series too. That may give you a few ideas.
Finally I found some time to finish the table: Map: As you see I altered the geometry a little and decided not to do two objects in one map. As usual tricks, tipps, comments & critis welcome
Cool scene and idea. The modeling is a bit too simple. Push some angles more. Throw an all black shader on things and see how the silhouettes read. That helps me a lot. The UV mapping on the table. No. Those curved legs in the top left area should be straightened. It's much easier to paint a straight line than a curvey…
@Di$array: I always start with a 2048x2048 texture I just applied the 512 version of it here to see the (ingame) end result. I already have the tutorial from Tyson and it helped me a lot to get into hand painted texturing, so big thanks to Tyson for it. @slosh: What do you mean with "clean"? More dirt on the object or are…