The tiles feel very flat in both the HP model and it's reflected in the texture of the low poly. It loses a lot of depth, I'd think it'd be really cool if you added in a few edge loops to bring back that silhouette. :D A cap piece for the top of the roof where the angles meet could help also. Great progress so far though.…
Ya, a few more of the 3-d geo tiles mixed in on the roof would be good, then move on to texturing the rest of it. Wood trim and those gray corner blocks are screaming for attention. Found some decent ref for ya. Keep going!
Totally agree with you guys Absolutely not content with my textures thus far Great suggestion pixelpatron! Will definitely do that Im running through some texturing tutorials now and learning a heap of tricks :) I will get my textures WAY better >D
Thanks LongJh! I wanted to go with mainly white but a little dirty in parts. I didnt want the texture to be super rough since in the concept it looks somewhat smooth Yeah good poing Gannon! I am planning on adding more geometry to the rooves :) Took all day to do all the UVs of them >.< Thanks for the feedback Mr…
Looking good, man. I'm enjoying following this thread. Are you targeting the style of some of the reference posted here? Not just in paint, but also in your geometry? What you have is great. It feels in the vein of something along the lines of 'Fable' to me at the moment. If you wanted to bring even more stylization…
Okie I adjusted the amount of hue change: Yeah it is extra geometry It was mainly intended for the ends of the roof tops to make them end a bit nicer As it was they were all ending flush with each other I added some higher up on the roof as well to try and get an uneven feel of the roof tiles. Like as if some were coming…
I think the variations are still is a little to strong (because some shingles really pop out, like they if they've been replaced by some of a diffrent color) And there are some that have a really dark shadow underneath them... like in the middle of the towers roof, that looks a little strange to me. Is that extra geometry,…
how about combining your handpainted diffuse with a normalmap baked from a highpoly following your forms from the diffuse map? you could bring in some exaggerated hard edges, to mach the stylised look.