been messing around with buildings for a small unity project. just wondered what the best approach was with this type of building I drew some rough red lines to indicate where I could split them up so I can swap pieces out for variation and to optimize uv space. some advice would be cool. currenty I am using small tiled…
I don't have much experience creating buildings but I thought the way to go about them is creating for example a tiling brick texture then using something like UVW Map on your building instead of unwrapping it. It seems that you unwrapped your whole building then tiled the brick texture inside of photoshop? I'm a bit…
what programs r u using? was thinking about actually learning to make some buildings n such myself,im very new to UDK and im not reallyfeeling it.Might try a hand at just using blender then exporting to udk or something.anyway everything looks pretty good in the rite direct but
hah yeah its obvious now you point this stuff out guys.I haven't done any of this kind of stuff since ps2 days thanks for the feedback, will try and improve it. oh and the reason i didn't want to use a repeating tile for the map was I was worried about the 1 pixel texture bleed. I have forgotten the best way to deal with…
Your UWV is anything but modular. Have a look at the articles listed on the Polycount wiki and see how they handle textures. They generally use a single, tiling brick texture, and they instance windows and details and such- like this:
For the top building with the windows on the ground floor what if you changed them to two narrower ones because at the moment that bottom window seems strange and out of place. Maybe even making it more of a rectangle and lowering it on the building because it also seems high. Also (Just an idea) what if you made another…