Hi all.
This is my first attempt at a hand painted game asset. All the painting was done in Blender’s texture paint and the model has 2995 faces.
Just curious as to whether this would make a reasonable game asset and if the texture paint looks okay.
Thoughts and comments are most welcome.
hi! as you already have cells there, i would thicken the roof a little bit. The whole thing looks cartoonish, so it would fit. It feels like paper here. What do you think?
Hi Zelfior. Thanks for the comment. I’m pleased to hear it looks cartoonish as that’s the look I was hoping to achieve.
Not quite sure what you mean by cells but I guess it’s a reference to the roof. I will have a look and see how the tiles look when made thicker and also the timbers they sit on, might help to make it appear less paper thin.
The wall texture looks a little repetitive in the larger areas, above the door/below upper window and a little on the side wall.
The door seems a bit small, the residents will just about be able to look through the bottom of the window, judging by the height of the door (and they would have to go up 3 flights of stairs to go to bed).
If you’re looking to optimize it for games some of the geometry could be removed/reduced, esp. near the top of the roof and the triangle* areas. The edge loops on the roof are multiplying the faces around the entire model, which is a lot of excess geometry.
A good way to approach it is to assume that you’re going to pay for every face you use - and they’re not cheap!
If it was me, I would scale up all of the elements - door, windows, wood strips (not chimney) +25%, add some ‘house furniture’ in the areas where the texture looks repetitive - a metal rod, wood block, hanging basket, dirt… or make the brickwork less ‘flat’, move some up/down, break the horizontal lines in the texture.
Maybe scale up the stone texture, a nice contrast with the upper extension - large stone/thin wood
Giving the roof some thickness could work, or add strips around the edges?
Well I typed it and then noticed i’m two weeks late. You probably finished this aaages ago but some of the advice is transferable
It made me laugh when you said about going up three flights of stairs to go to bed, I have spent my working life in the construction industry and never for one second stopped to think about how far apart the door and windows were. Lucky I don’t build houses in the real world like this
Scaling up the door and windows looks good so i will go with that idea and I’m also going to try adding a fascia board to the under side of the roof. I might make the roof thicker but I was thinking more along the lines of a slate roof rather than tiles so I don’t want the edges to look too thick. Just have to experiment and see what looks good.
I can cut the face count down by several hundred if I take out the edge loops and remove the ridge tiles - triangle areas - on the top of the roof. A cartoon house probably doesn’t need that kind on detail and it will give me the opportunity to add in some house furniture without going over, or much higher than, the original face count.
Going to look again at the wall texture as it does look rather uniform in the horizontal lines. I was going for more of a stone wall look as opposed to a brick wall look, and the bed joints - horizontal lines - would be more up and down for a stone wall.
Thanks again for the advice, it’s given me a lot to think about.
It’s easy to lose sight of things when modeling or just not consider them, glad to hear your homeowners will not be vertically challenged. Good luck with the texturing, it can be hard to get a good tiled image.
Here’s the new version. Took me ages to paint the stone work and attempt to give it some depth, it’s all a learning process so next time I won’t be diving in without any real idea how to do it.
I took on board all the suggested improvements, added a fascia, resized the doors and windows, added some building furniture and redid the stonework. I also got the face count down to 2368, more than 600 less than the first version. It a real surprise how much can be stripped away from a model when you have a real close look at it.