![le_chavel_marin02_by_jujikabane.jpg](http://www.deviantart.com/download/168371787/le_chavel_marin02_by_jujikabane.jpg)
![le_chavel_marin01_by_jujikabane.jpg](http://www.deviantart.com/download/168370619/le_chavel_marin01_by_jujikabane.jpg)
![le_chavel_marin03_by_jujikabane.jpg](http://www.deviantart.com/download/168372369/le_chavel_marin03_by_jujikabane.jpg)
currently I have model most of the mid poly version of this building.
![4169470047_1b9c7f9cec_b.jpg](http://farm3.static.flickr.com/2756/4169470047_1b9c7f9cec_b.jpg)
![tileling_problem_by_jujikabane.jpg](http://www.deviantart.com/download/168372537/tileling_problem_by_jujikabane.jpg)
but im having trouble figuring out how to break up some of the parts into modular pieces. I duno how to split it so that the tilable textures will work properly.
Until i figure this out i feel like i shouldnt go further with the modeling.
any suggestion and help is appreciated.
Replies
or group it with the brickwall?
oh i meant group it with the brickwall, but yeah I think it would probably be better to do them as a seperate mesh and just lay them on top
im trying out a new workflow where I create textures with several uv maps. and then once the color looks good i bake it onto a proper unwrapped uv. and derive spec/nrm and so on.
Maybe you could either move the polys around to get more depth or reduce the polycount if they're not doing much for the model.