Prepare for trouble, and make it double!
Since you ask for feedback I will be brutally honest with you. Don’t take what I have written below as something negative and I understand if some of the things I wrote might appear as me nit picking and just trying to push you down as an artist. This is not the case, I personally believe that if you are to learn, then you need to get straight feedback which is not wrapped up in kind words which might confuse you. So don’t take what I have written as something that should discourage you, we all learn new things and by helping each other we become better together. These points are my opinions and stuff that I have learned over the years I’ve been on Roblox as a builder. If you don’t agree with what I say then that is fine, but I took one very long look at your place and went pretty in depth. So hopefully you can learn something from this.
First of all, I don’t really understand where you want the design to go and at what level the detail should be at. The place is highly inconsistent, and feels more like a bunch of models that were made separately and then throw together. I will break down your entire place, tell you what you have done right and what you have done wrong then explain how you can improve or what you can add to make it better.
Cloth don’t behave like this in the real world. If the cloth is being stretched as it would be in the case of a wind shelter such as this, then the cloth would be straight and not have that strange thing poking out at the sides. Something that is worth to keep in mind when making objects of cloth that is meant to simulate protection against weather such as wind and rain, in the real world it is best to stretch the cloth and anchor it well. If the cloth is too loose then the wind will turn the wind shelter into a sail. As the winds come and go, it would cause vibrations and the objects used to anchor the cloth would come loose faster. When we are talking about rain, if the cloth isn’t stretched then pools of water will be created and that will cause leaks assuming that there is nowhere for the water to escape. This is overkill, yes, but if you keep things like these in mind then you will be able to excel beyond what others make because in the end we all try to relate to reality and things that we understand.
The structure of this wind shelter is extremely weak and it wouldn’t really serve as much protection against the wind as it would fall over.
The wind shelter use a ridiculous amount of wedges, I count at least 28 of them and that is way overkill. As you can tell, the material directions don’t align well. Consider going more simplistic on this as the cloth should be stretched as explained above. Another note is that the parts which is meant to anchor the corners of the cloth to the ground are hardly visible.
Your use of materials is something that needs work, as you can tell the WoodPlanks material here looks a bit strange since the material is flipped in the wrong direction. I would also say that using WoodPlanks for something like this isn’t the way to go since in real life one solid piece of wood will always be stronger than a bunch of small pieces of wood that are nailed together. So your choice to use “WoodPlanks” as a material for beams and sticks is an odd one. I advice that you use “Wood” for solid wooden objects.
Since materials pointing in the wrong direction seems to be a common issue in your builds, here is a plugin that allows you to flip the materials on whatever part you select. How it works is that it simply just rotated the object and resize it to look identical to what you had before, but instead flipped 90 degrees on its local axis. For this reason, material flip will not work on unions and meshparts.
The “Fabric” material is too detailed to be used for small detailed objects like these, consider trying out another material that is easier to see shape details such as plastic, smooth plastic or concrete.
Consider making one large curve rather than a bunch of small ones.
Remove unnecessary detail, also consider choosing a different color for the rope than the cloth itself to make it stand out more.
The low resolution “trash” texture stands out quite a bit and feels really out of place. It is also super 2D unlike the objects around it and therefore doesn’t fit in. The grass itself is not textured and looks extremely bland against the slate material used for the ground and the rocks scattered across the map. Consider giving the plant the “Concrete” material or something similar to give more life to it.
This fence don’t really look good, and the simplicity of it doesn’t match the other models in the area.
The leaf particles are not the same color as the leaves on the tree and they just float away in odd directions. Consider making it so that they move down and spread for a more realistic look.
The tree design does not fit the stone brick wall as the brick wall is super smooth and curved, whereas the tree looks like as if it was hastily done by rotating cylinders without taking the sharp edges into account.
A way to combat this would be to curve the cylinders and keeping them at the same size similar to this.
Regarding the leaves being blocky, you could attempt to use spheres to create a more smooth look.
The inconsistency in part count and detail in your builds really shines when you make houses. The stone tiles that are used to create the fondation/bottom section of the wall is extremely sharp and uses a lot of parts which is not consistent with the middle section of the house. Since you use so many parts for the layered stone tiles and have rotated them slightly which cast shadows different on each surface, it feels really overwhelming to look at. It is as if it screams “Look at me, give me all your attention!”.
The same goes for the roof, although your choice of using the “Grass” material makes it difficult to spot the shapes and shadows cast by the parts shape. There are high detailed materials such as Grass, Fabric, Brick, Cobblestone, CorrodedMetal, DiamondPlate and Granite which shouldn’t be used for smaller objects or models which relies on creating a shape (such as the multi-layered grass). A solution to this would be to remove the multi-layered grass ontop or choose a different material.
It looks a bit strange that the roof isn’t being supported by wooden beams, so here is how I would go about to do it.
The scale is completely off from the previous models adding to the inconsistency.
Consider making the skull decal/texture slightly transparent to show the material of the sign, such as gaps and nails. I also advice not keeping it corrodedmetal, as the rust is pretty overwhelming (Roblox kind of messed up on that one).
There is a hole in the wall.
The terrain does not fit well with the models placed on it. You have made the terrain super sharp and blocky, and then tried to make things appear more realistic in other places which gives off some serious inconsistency vibes.
This sign is really messy.
The window is placed at a very odd place, as the mountain wall is really close to it and blocks the view.
Two different path designs that don’t flow together. Choose one, preferably the one on the left as the path on the right has the exact same problem as the layered stone tiles on the house, it is overkill and screams for attention.
As mentioned above, the path sticks out.
It is really easy to tell that you just copy and pasted this section, consider removing/rotating/scale/recolor some stone bricks to create a more natural less copy paste look.
The door is great (besides the material being flipped). It is however more detailed than the rest of the wall and thus sticks out a tiny bit, not much, but it does. Also, you have built individual planks, but choose to use the WoodPlank material which is a bit odd, consider using Wood instead.
It is really apparently that you just copy and pasted the building and did not take its shape into consideration.
Inconsitent, very… Veeeery inconsistent. The first level stone walls are 50 levels too high compared to the rest of the building.
The water particles are very non-water like. But I will say that making proper fountains can be pretty difficult and it requires a high particle rate to create a seamless flow or you can use beams and try something like a water fall. You can try and play around with this plugin for this
The overall design of the fountain isn’t bad, although you do have plenty of z-fighting in the tiny details.
I would advice trying to work with elevating the ground a little more, create slopes and related to give it a more 3D look.
The overall structure and use of wooden beams looks a bit strange, consider looking at images of medieval houses which were built using this design style.
And with that, I am done. If you want to see how I make things or learn how to create various shapes and stuff, then you can always check out my youtube building tutorials and skim through them if that is something that interest you. https://www.youtube.com/channel/UCTOEjTtJV_Hu_45pt-ksHDw/
Cheerio, hopefully this helped and I hope you don’t take what I have written negatively as that was not my intent.