the voxel is nice
but the building looks very low poly and in kind of an unfinished slapped together state. What ruins it is the very low resolution of the textures on the top (making them blurry, blocky, pixelated) and the very low detailed ugly base, this time with an unfitting big scaled texture (the windows style and size doesn't match at all to the rest of the building).
While the main towers window texture is nice, the bad UVW ruins it.
Especially when having visible windows, the UVW map of the windows on the tower in the curved part should fit perfectly, and not have windows intersecting each other.
For that curved part a Box-UVW-Map simply doesn't work. Either use a cylindrical UVW map, normal aligned to the tilted surface, or unwrap UVW the model and align it manually.
The material settings should be also adjusted.
For the windows give the texture a Specular map. Basically the windows texture in black&white, so the thin metallic beams between the blue windows get a different brightness/reflection.
This way you can have the windows reflect the sun, while the metallic beams stay a bit darker, making the texture really pop and give it more contrast.
A raytrace material on the Reflection map channel could be also nice, so the windows show a little reflection of the world (just a noise map with white clouds on blue background) around it _________________ SHP Artist of Twisted Insurrection: Nod buildings
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