A low-poly house scene with nighttime lighting. Made with Maya, xNormal, and Photoshop; shown in Unreal.
As with a number of my other projects, the style here is very much influenced by the Torchlight texturing style, although in this case it utilizes ambient occlusion and specularity, neither of which show up in Torchlight. (Plus it's being displayed in the Unreal engine.) However, the textures are done in a way that this prop could easily be modded into Torchlight, or the upcoming Torchlight 2, by using only the diffuse texture. The polygon count is at an appropriate level, and the diffuse would simply need to be downsized.
The logs on the wall texture are continuous/uninterrupted because the pillar/support-logs on the corners of the house use the same texture space.
The smoke coming from the chimney is just a basic photosourced smoke texture. Not a particle effect or anything, just a static prop to make the scene feel complete.