I'm really loving the hell out of this, kudos to you on a fine piece of work! I just need you to add Dogmeat stuck on the roof of the steeple, Witcher 3/Roach style, and we'll call it good.
The occlusion in places is ok, like on the UV island of wood, if you look at the model though there should be more around where elements meet each other, like the curved metal on the roof or surrounding the locking mechanism.
Really good improvement. Completely unrelated to the textures, but I wish the model was better and the textures fit better on it. IE: The way the roof texture kind of wraps around and falls off. Also the stretching on the well structure.
Got a quick screen grab of this texture in action. probably wont use this one on this particular model so i will chalk it up to practice. I think Im gonna start some roof tiles next.
Update, fidgetting around with different ways to light the entire thing up, ended up choosing for a roof, even though the scene has an open top, gotta get that sweet control over light as a whole.
Thats CARLSON you ignorant fools! A fat guy with propeller on hes back who hangs out with some kid to steal hes aunts meatballs. edit: and hes Swedish and lives on a roof and is fucking lazy.
Hi, So in my game I have a player going through doors. Each time a door is open, it spawns a new room on the other side and the camera adjusts itself to the new room. The problem is that these doors/rooms go in different angles and directions and the player orientation doesn't update. For example, going into a door on the…
@scottycharly thanks a lot for the feedback! It gave me several ideas. Since it's an experimental project, I'll try different materials for the walls and roofs such as painted wood (could be vertex painted at some places to reveal the wood) or metal.
Ok texture update, not entirely happy with the wood texture on the wall cladding, so if anyone could crit that in particular that'd be awesome! I've included a shot of the game this was inspired by in case you're wondering why the roof is blue.
Looks cool. I think the fade between the stone on the ground and the dirt could be sharper. And you could add some variation to the wood on the roof. The water can be a bit darker as well. But you've got the theme right.