Why so many poly especially on the roofs ? Or for each brick around the corners ?
Also, is this for like RTS game where each building is like 1 inch tall, and RPG where building is like half a screen, or a FPS where building is super close to player's face ?
I would use tileable textures for repeating areas (like the roof).
Also the UV-Maps look very dense (good use of space) but also very chaotic. not sure if a "cleaner" UV-Map wouldn't be better, especially if you're planing to modify it.
Uvs could be improved a lot, your already tileing some stuff right in the texture, and reusing stuff in a texture, when you should be doing that all via uvs, which would cut down on the amount of needed texture space.
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Also, is this for like RTS game where each building is like 1 inch tall, and RPG where building is like half a screen, or a FPS where building is super close to player's face ?
Also the UV-Maps look very dense (good use of space) but also very chaotic. not sure if a "cleaner" UV-Map wouldn't be better, especially if you're planing to modify it.