Heres some screenshots of my work, the textures are sourced from royalty free resources online and the normal maps are gen'd in photoshop - so per-pixel lit. The scene geometry is mine, although, i'm sure you'll notice its just shamefully placed boxes with tiled textures. The landscape is in-engine geom gen'd from a heightmap, with LOD and texture splatting. The character model( rancor ), was created by an artist friend in zb2 and animated in maya.
![user added image](https://tv3dfilez.ath.cx/gallery/albums/Arius/w_ss.sized.jpg)
![user added image](https://tv3dfilez.ath.cx/gallery/albums/Arius/sd.sized.jpg)
![user added image](https://tv3dfilez.ath.cx/gallery/albums/Arius/room.sized.jpg)
Tech demo I wrote for the graphics lib I use, also uses realtime physics simulation:
![user added image](https://tv3dfilez.ath.cx/gallery/albums/Arius/scape19.sized.jpg)
![user added image](https://tv3dfilez.ath.cx/gallery/albums/Arius/scape20.sized.jpg)
![user added image](https://tv3dfilez.ath.cx/gallery/albums/Arius/scape18.sized.jpg)
![user added image](https://tv3dfilez.ath.cx/gallery/albums/Arius/scape14.sized.jpg)
![user added image](https://tv3dfilez.ath.cx/gallery/albums/Arius/meadow2_early_3.sized.jpg)
![user added image](https://tv3dfilez.ath.cx/gallery/albums/Arius/idle_test.sized.jpg)