Hello everyone,
Recently I did some practice handpainted textures that I plan to use as part of a modular building project.
I'm sure there is till room for improvement, but I came to the point where I'm not sure what to do to improve these anymore >_>
So, I would appreciate any constructive feedback you guys/gals can give me, and I will try to make these better and post more updates of the wip.
Thanks for looking! ^^
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Are they aiming for the same style? Looking at them seperately they look fine, but I don't get the whole thing.
Upper left looks like something you would see in an asian ambiente, upper right more like a modern building in US/europe.
Lower left looks more like a mediaval rooftop.
But maybe they are intended this way!
I started making these textures with not much of clear building style in mind. So the result was kinda all over the place :P
But now I'm thinking to start with something like a medieval / Tudor house style. So I made a new roof texture for it today:
@Doug: Thanks for the suggestion! I have to admit, I'm always struggling to add color variations in my textures Sometimes I went too far, sometimes not enough. I tried getting some cool color in the shadow and warmer tone around the bricks. Hopefully I'm on the right track here. Let me know if I can fix anything ^^
@Doug: thanks for the suggestion, that's a good thing to know. I tried switching it to lavender before but didn't quite like it >.> So I decided to go with this orange/red color.
I also started making some modular assets for this project. Decided to go with fantasy / medieval building style I'm using this as a reference along with others, but not following it 100%:
I imported some assets to Unity to see if they fit each other well and this is how it's looking like right now:
wireframe :
Now I'm off to make more pieces and show more updates
Since I'm new to making modular buildings, I would love to hear what you think of this and I would really appreciate any constructive feedbacks! ^^
Made some windows, doors, and stairs pieces today. Going to put it inside Unity tomorrow and make some prefabs with these
Here are some screenshots of them (unlit):
the inset and extruded pieces may look obviously tiled when they are all sat next too each other, variation of the actual model could sort that and you wouldnt have to change the texture! Similar to how you have done for your upright stone wall pieces
But with them all in the same place they look to regular at the moment :P
apart from that its looking good, how long have you been spending on each texture approx?
hope that helps dude
Fixed it now, I think: :P
Hmm I didn't really keep track of how long I spent on each texture, but if I have to guess probably 2-3 hours on average for those tiling textures. Maybe a bit more since I had to do color correction after that.
Let me know if you have other feedback! ^^
Made some prefabs in Unity and getting some buildings assembled. It's still missing the chimney and most likely I will make more prefabs, but here are how it is looking right now:
(screengrabs from Unity)
feedbacks are welcomed
@AzzaMat: Hmm I'm not quite sure what you meant by it, can you explain more please? Thanks!
Anywho. Stuff's looking good. I'm just going to bug you and ask what method you use to get the base colour variation in your textures. I'm just trying to learn this stuff myself right now and I'm looking for as much insight into people's methods as possible.
@esPhys ah that makes sense, thanks for the info! I ended up not using that texture for the buildings, but I'll definitely go back and retouch that. As for the colour variation, I'm still learning about that too so probably can't give you much info xD
One thing I tried was to make a different coloured material. I think it worked well for the stone but not so much for the roof texture. So for the roof, I'm thinking to shift the hue in PS and make a different texture file. Do you have any methods on this matter?
@AzzaMat: thanks! I got it now xD
It also feels like you're going too detailed on certain things, its coming off a bit noisy. For example, you could do away with half of the highlight details happening on the brick texture. Just take your base color and go over the busy areas lightly. You might need to touch it up in some places afterwards but it seems to work well for me.
Keep it going!