Nice work you did here 8-D
I like it very much !
What is it intended for ?
A game maybe ? Realtime rendering ? ( IMHO it’s low-poly enough for this )
Some ages ago i modeled this kind of modular castle parts and it was very handy for ‘generic’ castle building.
Unfortunately, medieval castle builders used to build walls and towers all different
The main reason is that castles were built/partly destroyed/rebuilt/partly redestroyed/etc…
This is the reason why for Carcassonne 3D medieval city i rebuilt each wall/tower/inner room in a separate .blend…
This requires a big amount of time but it is the price for fidelity to reality.
Anyway, your models are really nice !
If you allow me 2 remarks though:
The 2-colors towers and walls make the models less realistic
In old days, castles were built with all the same stone blocks often all coming from the same dig.
—> the reason why carcassonne is built with really different kind of stones is that it was almost entirely rebuilt from ruins in 1876
You should dirty your walls.
for this you can use a secondary UV map that you’ll blend with your diffuse map.
The dirtmap i use is this one: ( it’s a JPG one. i use TGA format as it’s a lossless format )…
Here’s for giving you an idea the result in Knightsbury ( a modular realtime render walls/towers/gates i made years ago with Manorial ): Knightsbury XIV - A Walk Through a Medieval Town (Blender + Unity3d)
Answering your question, i use to prefer sunset
Now I can’t wait for your next work
Happy blending !
EDIT: at last but not least, i think it would be interresting to introduce some irregularities in your models.
This would make them not clones of one-another.
For this, and though am not sure of what could be done ( I lack of time for doing tryouts ), the SORCAR procedural addon might be of some help…
What can be seen in this topic seems extremely interresting. However i got no idea for the how-to-make-castle-parts-different