This is my first stylized building and I've been thinking how to go about texturing this. I had two ideas: 1. To unwrap everything uniquely to 1 or 2 UV maps and paint all the details. Then use Crazybump to create normal/spec maps and also bake AO to give the model more depth. This would take longer and I don't know if…
I don't know on what style your planing to texture it but if it's handpaint, tillable for the roof, the white concrete wall and the wood. Modular for the beam ( you turn them around to show different side of the beam.
You can't really unique map this kind of stuff unless you are only going to see it from a distance and you aren't going to have many variations on this building type. For localized variations you would use a vertex paint shader and decals. The cost of all the textures and materials get amortized over a scene.
Well, doing assets for video games is a balance between time, performance and detail. If you have the time and don't care about performances ( like, if your asset doesn't need to be ultra optimized ), go for max detail, but always keep in mind that most stuff can be done in a way to save some time and effort ( if you're…