ah ok, well i'm going to try and not sound negative but I would really work on optimizing your scene then if i were you. Clean or not, if those ground tiles are actual geo, an employer is going to question why you thought it was a good idea when normal mapping can fake it with much more efficiency. The same goes for the rest of the scene.
If say you wanted to go for a peice that showed off modeling without textures, yes I could maybe see it being beneficial, but when our main goal today is to be optimized and efficient as possible, you can't always afford to model out every brick or tile.
As for your diffuse textures, if you could show what type of stone youre going for, that would help. You have a bunch of stuff that looks like color marble, and tiled in a way that doesn't look like its made for the piece of geo. the scene texturing overall feels very tiled and generic. nothing in there draws attention of being interesting or unique. In part because you're using so much geo and tiling that geo all over the place.
taking a look at your reference, you've strayed off from it quite a bit. By modeling your ground tiles, they're uniform.. where as the reference has irregular stones *something you could do easy within a texture*. The stairs have cracks, are uneven, as well with the pillars.
the detail you have on the arches and walls don't resemble anything recognizable, where as the concept feels like ancient ruins with gold inlaid detail.
maybe try and make a high poly and sculpt one of those pillars from the concept rather than trying to make it with a bunch of boxes and geo? Portfolio/demo piece or not, if you accept the rate your going you're just using your time on a piece that could raise questions from employers and hurt your chances of a job in an industry saturated with tons of others looking for employment.
Last edited by oobersli; 02-23-2012 at 01:18 PM..
Reason: bad grammar!!