In fact, no it's not going to be the finished thing since I got a comment on Polycount recently that told me that my lighting was bad. I'm currently redoing it and I'll post it here to get some feedback.
It's not really a problem of brightness, it's a problem of mood because my scene doesn't convey anything (and it's bad for someone who wants to be an environment artist). If you want to see, I made a comparison between my first (finished) lighting (top image) and the one I did this weekend (still WIP)(bottom image):[link]
I think there's already a huge difference in the mood. What I want now is to add a bit more of contrast and adding a few things and it'll probably be good to go.
Yeah, I think I knew about the mood. Usually a slightly darkened area with bright candle (bringing contrast) does bring out mood. The newer one looks holier- but I think the bloom is a bit too strong, like the bloom is getting in the way of your enviro art. If you just dimmed the whole thing including the glow maybe there will be contrast and a bit of mood. It does look better than the previous one though
No, I don't know how to use Maya so all the meshes are made inside 3ds max.
I can't say I'm great with texturing either but there are a few tricks I can give you:
-Using a texture you took from the net and trowing it without doing anything to it on your UVs is generally a bad idea. For example, the stone texture I used on the walls is a mix of two textures I found on the net (probably CG Texture), I just played a bit on the blend modes and opacity and brushed it a bit to blend it even more but I also did another pass on it with grunge brushes (with a lot of colors) to add a little more variety and some color variation. Then it's just a play on the layers modes and opacity to make your own texture.
-For assets, it's usually a VERY good idea to make a higher poly version of your low poly model with the details you want to show. (it works also for textures where you can model some things like tiles, wood planks...) It doesn't have to be super detailed on ZBrush (like I tend to do ) because it takes a very long time but with this you can bake some maps for your low poly that'll have all the little details of the high poly. And with that you can make your own custom maps that'll look good if you know how to mix the maps in Photoshop. The 3D Motive "Tileable Textures with Zbrush" tutorial gives a great explanation on how you can mix all the maps to get a great result even if you are bad with texturing.
The FPS is still a bit low because I still need to optimize some stuff but it's a playable level!
I used several methods to create my textures. For example my wall texture is a texture I found on CG Texture and I modified on Photoshop by painting on it with several grunge brushes of different colors and then messing up with the layers blends and opacity. For the ground texture, I modeled the tiles and baked then into a simple plane to make the textures. With the maps I got of the bake, I created my diffuse and specular and used the normal map I got from the bake. For the assets, it was pretty much the same technique. I modeled high poly assets, then got them into ZBrush to sculpt more detail, then got them back on either 3ds max or XNormal to bake my maps, then I created the low poly, unwrapped it, and baked the high poly so I can get a color map, a normal map, a height map and an AO map. With those 4 maps, I go into Photoshop and create my diffuse and specular. You can find a few of my assets there: [link], [link], [link].
Sorry, I'm not sure if I can explain it better. Some of the stuff I mentioned are quite complex.
I was in an animation college but I never learned anything related to video game art there. I learned only the basis of 3D but that's all. Everything I know about game art are things that I learned by myself.