I took as an inspiration the typical American farm house but the model has some European influences added to enhance the personality of the building and the surrounding objects. Even if the scene as a whole is meant to be photorealistic, some of the details, such as proportions, colors, object placement or volumes are e bit exaggerated to make the game look more spectacular. This of course depends of the type of game in which the asset will be included, as the location of the player will be very important. The level of details is dictated by how far the player will be from the object and how often / how much will the player look at it. These requirements usually translate into polygon and texture budgets. More details as the tutorial progresses.