My critique based on the premise of this being for a next-gen game, the gun:
• First off it looks like the texture is quite low res, despite it being 2048^2, perhaps certain areas could have shared texture space as there isn't a lot of stuff that can't be mirrored(i.e. text). This is especially important in key areas you'd likely see most of the time during a typical idle stance in an FPS, as shown in
this pic, areas such as behind the scope mount could be better/more precisely detailed.
• The 2nd thing I noticed was the rivets, looking at the diffuse texture they are just copies of each other, they just don't look right, maybe if the surrounding metal indented slightly or there was some variation between the rivets it would look better? If you look at a lot of modern guns, even ones primarily constructed from metal they often don't have anywhere near as many rivets as are present in your gun, even when they do(well usually screws) they look to fit better with the weapon frame as to not snag on the user's clothing and such. Also as you have a normal map these rivets shouldn't really be shaded else it'll look a bit incorrect in certain lighting conditions.
• The scratches seem to have been placed on the map without looking at the 3D model. As linked to earlier, in
this render at the back of the scope mount where the wire leads into the metal, why are there scratches present under this? It's highly unlikely such a place would get scratched, much less heavily scratched. Similarly the muzzle is completely covered in scratches yet most of it is covered in a metal frame as shown
here, I'm sure it's possible for these areas to get scratched but it's not really likely.
• The hand guard? If you look in
this pic you can clearly see the hand guard is covered in bullet holes, rather small bullet holes at that, it seems quite unlikely that guard would get hit so many times, especially when larger structures of the weapon(thus easier targets) lack bullet holes, and this isn't just from the front, the sides of the guard have holes in them too.
• Why does the scope get smaller toward the end? Unless it's fitted with some rather large targeting computer it seems illogical. Ideally you'd want the lens(at the end) to be the largest part of the scope to collect as much light as possible, there's little reason why you'd need a small lens and some giant scope that does very little. besides it doesn't appear to be a long range weapon, and after it's taken so much damage I doubt it'd be of any use as one so fitting it with a smaller and more tactical scope would be more logical.
• The screen/display, why would you need a display similar to the size you'd see on a PDA to merely tell you that the gun is online and that you have some ammo? If you really need an ammo display then all you'd need is a 2 digit readout which would be quite small and if it were offline then the light could just turn off, after all it can't count ammo if it's broken. And as everything else on this weapon's been thrown off a cliff why hasn't the screen broken?
• The wires, what's with the over elaborate wire placement around the gun? I could understand a battery pack located in the back requiring a wire leading to a non-standard scope, but this wouldn't go in and out of the gun several times, plus it would be securely fastened to the gun's frame at multiple points to prevent snagging and potentially rendering the weapon useless in a combat situation. Besides as the wires go through the weapon and don't appear to be some third-party non-standard add-on why don't the wires just go through the gun to prevent such issues?
• The grip/trigger, I'd expect a multiple finger trigger from an RPG Launcher but not what looks to be an SMG/rifle/bullpup that fires radioactive ammo. Where would you place your hand? Of course because you have a fixed shoulder rest and forward grip you don't need a right hand grip as such, but it would really help to stabilize the weapon.
• This isn't really easily noticeable in the renders, but when looking at the diffuse texture you can easily see repeating brushes. If you look toward the right side of the centre of the texture you can see some light-ish grey scratches and that they were made with a single brush setting multiple times, maybe if they were set to auto-rotate it'd be harder to notice.
Anyway I couldn't find that many good pics of the UT3 weapons with a quick search but here's a nice FPS pose of one
here. You can see that the model itself looks quite clean but it still has chipped paint.
The house:
• It still looks a little low res, especially if it were in a game like Oblivion or UT3 etc, because it's a building you could have made use of multiple texture layers. I.e. having the predictable and repeating brick texture as a separate layer on all the walls and just box mapped or something simple, then having the more complex layers of dirt and grime over the top, after all multiple texture layers have been used in games, especially for architecture for ages.
• The barrels look like they were derived from a lower resolution texture and stretched onto the current map, you can clearly see filtering from a lower res texture to its current scale so that has potential to have greater detail.
• Small issue, the wood beam thing is intersecting the red roof
here.
• Could use more detail, this would be nice for a 2nd LOD level but for a next-gen game unless this was an RTS you'd expect more mesh detail. For instance you could have been more adventurous with the tiling, as I'd imagine not all tiled rooves of this sort are perfectly arranged, or stay that way after a while; if you modelled in some lose tiles slightly perturbing from the edge it would look much better.
• Similarly the wood could have been less rectangle like, not all beams of that size are perfect and are often slightly irregular in their thickness.
• The red awning looks like it's made from sheet metal and not what's most likely plastic or some type of fabric, make it sag more in-between the points where the poles attach to it.
• Could have maybe even had an interior with transparent windows if it was for a next-gen game, unless this just some misc prop.
Anyway I can probably think of more but I have things to do. Good work on the models though, I do like them despite what I said, they are just what I believe to be issues that should be addressed before you could call them next-gen.