Hello! I'm trying to learn how to 3d, and I would appreciate any critique and/or feedback. Will continue to update thread, but might eventually add stuff besides buildings.
3626 tris, 512x512 texture (the window frames take up pretty mcuh of the total polycount).
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How did you manage to texture the entire thing with only a 512 sheet?
Could you post some pics of the UV map, and textures, I would be interested in seeing how its done.
The textures look fairly crisp for only a 512x512 sheet
You were smart with the steps on the second building though, using only one step texture and mirroring each step in the model. Why didn't you use this method on the first model's steps?
Also the window on the far right of the first building is smaller than the others, it's inconsistent I think.. The brickwork going around the window is smaller than the others, you have to assume that each window was crafted in the same way as the others by whoever built the house.
Id check out the artist Fanny Vergne who is an amazing artist to see the level of detail that you should be aiming for or just run around the game and look at the new stuff in the garrison failing that googles
And since I'm so new to this, I've never actually herd the term vertex colouring before. I googled it, and it seems i will have to keep googling it for a while, before I can apply it to my meshes.
Meanwhile, I made some extensions to my earlier house; Having quite a hard time with vegetation.
Foilage (at least for me) really just comes down to finding the right shapes of planes that can mimic the sort of pattern the way the particular piece of plant grows, getting a good masked structure in the texture, and then possibly editing the vertex normals so the shading looks good.
I'd say your cabbage is looking pretty good, but the tomatoes can use a bit more love and might actually be a bit too dark compared to the values of everything else so far. It's kind of why I recommend doing it in a game engine, because foliage shading itself can be frustrating at times and requires tweaking the material quite a bit depending on the engine to get it to look "right," due to the nature of it not really blocking off light completely (can see light shine through both sides of the plant), but still being able to cast definitive shadows on itself and the ground.
You might also benefit of having the tomatoes wrap around some sort of a stick or frame if they're being "farmed," which is a common practice for keeping tomato vines from growing out of control. I find that it helps to gather as many images as I can and even read about how something might grow or be built in real-life if I'm having trouble making something.
Are you also going to go for a completely diffuse-only look, or do you want to have some shadows and specularity in there as well? One or the other isn't bad, I'm just curious as it can alter how your critiqued. IE, sometimes diffuse-only looks amazing because it literally can look like a flat drawing at times, other times you'd might want shadows shadows to help dramatize or ground a piece, and specularity or Fresnel to help define materials a bit more over than the color, shapes, and values.
That said, I love the buildings so far! I'd just pay a bit more close attention to the way the UVs are placed, namely trying to avoid having any part be cut off at a strange place on the trims, and making sure nothing seems too crazily stretched or scaled in proportion to one another. (The castle tower top is just a bit too stretched horizontally imo) And it looks like you have the tiniest geometry error in that it looks like the tip of one of the modeled out blue tiles on the roof is poking through the wood frame. (second tile from the bottom right of the main blue house)
Like the little garden that you made
The rooftiles are ment to be (roughly) the same sizes, I could not figure out how to do it more evenly sized and still keep it as only one tilable part of the texture map.
And Gazu, thank you, I'll try to stay true to that style then