Also, when using photo-textures, try to ensure that they have a similar scale. The tiles on the roof seem quite large. Your UV layout is very inefficient. Keep in mind that not everything needs to have the same number of texels per meter - pieces with very little detail can be much smaller on the texture map than those…
I've been making some modular assets lately and I've been running into some weird cases that I've had to handle in weird ways. I tend to deal with individual "cells" in which the roof or walls or ground are given different their own modules to just wedge together similar to how a 2D tilemap may work but when it comes to…
Textures: Long time no seen... I was trying to put everything together in the scene to have feedback about how the plants and everything is going, so I had some textures I have been working on Brick: ref: Roof: ref: Plaster: ref: Wood: Grass: The Grass I overcomplicated myself doing the sbsar here but with the performance…
I intended to have this for you a little sooner but... here we are anyway. The Watervilla Kortenhoef, interesting building to say the least. I found a few images that seemed to have varying floor plans, so I just went with something that loosely resembled your initial reference image. sprunghunt pretty much summed up much…
Nice improvements! You're getting pretty close, I think. If you want to add AO without abandoning tiling textures, you could just do it with a lightmap, depending on which engine you are using. I made a quick paintover with a couple more suggestions. Most of these are just intended to get it closer to the concept, assuming…
Thought id cover some stuff on your building. You have a decent start, but several things jumped out at me. Here is a super fast (and pretty rough) paintover: 1) the shingles should be the same size. the shingles on the lower roof are way too small. 2)break up the silhouette on the roof, and break it up from ever angle. so…
I'm a wee bit confused on what you mean over getting fired on the roofs. The roof in the concept drawing is open for interpretation as it currently is, it implies some sort of shingling but is not descriptive. I'd say being able to interpret a concept is important, and so is knowing when to change something if it will…
Question. How often do you still source photos when using Substance designer? I've tried to eliminate it while learning, but I am stuck on making a sort of... http://static4.depositphotos.com/1021178/342/i/950/depositphotos_3429384-Tile-roof-in-medieval-a-city.jpg That kind of roof texture. I feel I would need to source…
Hey ! @Tiros Hi and thanks for sharing with me your point of view.Yes, it would be interesting to avoid this straight line on the roof. @EzMeow Yup, you right ! i started from the roof ... Can i save some tris by using only 6 edges cylinders on the edge of the roof ? It would look too much low poly, no ? Actualy, i'm using…
I would make the walls a bit more interesting, not entirely sure how, boards where the paint has pealed off or something? Next I would remove some of the light poking through the roof, I know it's supposed to be run down and creepy, but it seems quite a bit more run down on the roof then anywhere else, might also try…