I like it. My only issue is with the roof, it's very repetitive and there seems to be some sort of tiling issue in the middle of it.
Some colour variations on the tiles might be good? It'll break it up a bit. You should also make the roof a bit darker, as it's stands out a bit too much at the moment.
it looks neat but if that thing on the bottom right is the texture then you are wasting a BUTTLOAD of space. things like the roof should be a 16x16 or 32x32 tileable texture, same with a lot of the things like the silos, and vert light the areas you want blacked out or something. same with the garage doors.
I'm assuming thats the texture and not isometric shots of each prop.
things like the walls, garage doors, etc can all be single, small, tileable textures.
I like it but you can be a lot more efficient. if you want more tips let me know but I'm sure a lot of people on the boards will have a lot more useful information as well.
I'm saying these things based on the fact that since it's low poly i'm expecting the rest of the asset creation to match. (low res texture sizes, vertex lit, etc)
Will do good for the distant sky box asset, or for the psp versions i guess:)
Any way,looking good,as tanka mentioned,take care of the roof tiling and add more history to the textures.
Vj
The roof choice is bad. It's the wrong material for the situation. Secondly, the middle section being at a higher angle is stretched more than the rest.
The doors on the right side (if looking at the front) have no foundation like the front or other side. They just appear cut off when you could easily take what you've done with the street materials to ground that side.
Your texture is too dark. When baking in lighting like you did, don't be so harsh with it. Your texture should never go all the way to black or white (pending special situations) to give the game engine's lighting room to work. More importantly, shadows in the daytime never fade to complete black. Light bounces off of surfaces.
The UV layout is very wasteful. All that unused, yellow/tan area is one thing, but you can just look at your material and see the two towers are the same, the tankers are the same, every truck wheel on one side is custom, the front of the truck could be halved, etc. Basically, you're using part of a 256 worth of pixel with an entire 512.
Looks like a good start, however too clean looking for a factory IMO.
You have some empty space on your texture sheet, why not add some grunge planes on there.
If you're going to do do unique unwraps for the smoke stacks, roof, etc, then make them unique! You have small-scale, subtle differences. You need medium-scale differences as well.
agree with EQ you could have acheived the exact same look with a few 64x64s and some vert lighting, but if you want to go this route then you should make use of it by adding uniqueness all across the object, names on the tanks, different colouration and wear and tear, otherwise wahts the point of having three nearly identical tanks having unique UV space.
also try lighting with bounced light to make the bake more subtle and colourfull
Sorry, I'm just seeing your question now. By grundge planes I mean making planes (geometry) then adding a diffuse texture to them like dirt, graffiti etc. and making alphas for them so you can place them around your scene as if there is dirt on walls and such. This way you don't have to have all unique texture space, as it appears you do atm. It's really important that you try and optimize your texture space as EarthQuake and Spepeiro pointed out. Good luck!
Replies
Some colour variations on the tiles might be good? It'll break it up a bit. You should also make the roof a bit darker, as it's stands out a bit too much at the moment.
I'm assuming thats the texture and not isometric shots of each prop.
things like the walls, garage doors, etc can all be single, small, tileable textures.
I like it but you can be a lot more efficient. if you want more tips let me know but I'm sure a lot of people on the boards will have a lot more useful information as well.
I'm saying these things based on the fact that since it's low poly i'm expecting the rest of the asset creation to match. (low res texture sizes, vertex lit, etc)
also - shot of the wires?
Any way,looking good,as tanka mentioned,take care of the roof tiling and add more history to the textures.
Vj
A few hitting points:
The roof choice is bad. It's the wrong material for the situation. Secondly, the middle section being at a higher angle is stretched more than the rest.
The doors on the right side (if looking at the front) have no foundation like the front or other side. They just appear cut off when you could easily take what you've done with the street materials to ground that side.
Your texture is too dark. When baking in lighting like you did, don't be so harsh with it. Your texture should never go all the way to black or white (pending special situations) to give the game engine's lighting room to work. More importantly, shadows in the daytime never fade to complete black. Light bounces off of surfaces.
The UV layout is very wasteful. All that unused, yellow/tan area is one thing, but you can just look at your material and see the two towers are the same, the tankers are the same, every truck wheel on one side is custom, the front of the truck could be halved, etc. Basically, you're using part of a 256 worth of pixel with an entire 512.
You have some empty space on your texture sheet, why not add some grunge planes on there.
1. "You have some empty space on your texture sheet, why not add some grunge planes on there."
what are grunge planes?
2. "... and vert light the areas you want blacked out or something. same with the garage doors. "
what is vert light?
also try lighting with bounced light to make the bake more subtle and colourfull