Я новичок в этом деле и впервые пытаюсь создать модульные наружные стены с помощью ProBuilder в Unity; стена всё ещё находится в разработке. Это для личного проекта, над которым я сейчас работаю (школьное здание). Буду рад получить честные отзывы о геометрии и общем внешнем виде.
Контекст текстуры: Я не художник по текстурам (совсем не умею рисовать). Для земли я взял базовую PBR-текстуру с AmbientCG, а затем попытался преобразовать её в стилизованный аниме/цел-шейдинговый вид, используя только Photoshop.
Я знаю, что Blender можно использовать для создания/запекания текстур, но мне бы очень хотелось увидеть подробную документацию или пошаговое руководство о том, как добиться подобного стилизованного вида неразрушающим методом. Если у кого-нибудь есть ссылки на хорошие руководства (даже если они длинные), пожалуйста, поделитесь!
Меня особенно интересует:
- Отзывы и предложения по улучшению
-Руководства и/или документация

Replies
Did you know you can embed images directly here on the forum? You can use the URLs from Imgur, or you can just drag-and-drop them directly into the post editor.
It's generally better to embed images, than to ask people to open a link to see things. Less steps for people, and if you remove friction you tend to get more replies.
That said, this is good start. The meshes look like they're a bit distorted around the window openings, you might want to revisit those holes to make them more regular and window-like.
For the texturing, a common strategy with modular pieces is to use something called "trim sheets", more about that here:
http://wiki.polycount.com/wiki/Modular_environments
Also, for the stage that you're at, the image quality is not really a hinderance at all. You just want people to be able to see your stuff and provide feedback, so it's not super important, it's throwaway work, nothing worth worrying about minute details IMHO.
The biggest issue, besides resolution (under 1280 wide is perfect for WIPs), is to use JPG instead of PNG. More about that here: https://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#make-your-artwork-easy-to-view
https://polycount.com/discussion/117119/a-pack-of-textures-painted-using-hand
A fairly common strategy (and quite successful) is to use Substance 3D Designer to craft a height map, then alter that to create PBR textures (PBR being a set of textures that control the PBR material inputs for color, roughness, metallic, normal, occlusion)
I completely redesigned the window opening model from scratch, so now it doesn't look as distorted as the first prototype, which I'll post below for comparison.
When it comes to creating stylized textures, I chose to make them in Material Maker rather than Blender. As a beginner, Blender feels a bit too complicated for getting quick results at least for me. I do have both installed, but for now I'm focusing on Material Maker.