(Sorry, this blog will be rather image-heavy)
Here's the type of building I want to create:
![Image: https://us.v-cdn.net/5021068/uploads/editor/rk/f1jojbai79k3.jpg](https://us.v-cdn.net/5021068/uploads/editor/rk/f1jojbai79k3.jpg)
I've already started by creating some textures in Substance Designer 5,
focusing on the weathered wood, gritty stucco and grimy windows. All of these assets are procedural so I can decrease the weathering of the wood and other grime easily within programs such as Unity.
![Image: https://us.v-cdn.net/5021068/uploads/editor/cw/dcjhh9pczegt.png](https://us.v-cdn.net/5021068/uploads/editor/cw/dcjhh9pczegt.png)
![Image: https://us.v-cdn.net/5021068/uploads/editor/4m/6bo80ljt71ix.png](https://us.v-cdn.net/5021068/uploads/editor/4m/6bo80ljt71ix.png)
![Image: https://us.v-cdn.net/5021068/uploads/editor/2j/vpce3me76mkd.png](https://us.v-cdn.net/5021068/uploads/editor/2j/vpce3me76mkd.png)
(to show how the final textures look)
I'm looking for critique if anyone has any wisdom they'd like to share. Thank you!
Replies
Thank you! It's actually just a grunge map applied to the spec map in addition to a an edge detect of the window mask that's been slope blurred to increase the spec and diffuse near the windowsill.
Just finished another texture for the side of the house:
Okay so here's a sort of work-up of all the assets I've created so far, quickly photobashed with some mountains and snow.
Does anything strike you guys as 'off' with it?
I'm going to be making a bunch of tiny assets like buckets, lamps, rocks, chairs, pipes and some mechanical things to show that it's a 'modern' house.