Instale o Steam
iniciar sessão
|
idioma
简体中文 (Chinês simplificado)
繁體中文 (Chinês tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Tcheco)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol — Espanha)
Español-Latinoamérica (Espanhol — América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polonês)
Português (Portugal)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar um problema com a tradução
Thank you very much for your comment and advice :)
Yes, I agree that with “dirty” textures, buildings will look more realistic. And sometimes I try to add scuffed and traces of water on the walls. And I do not always rationally use the space conceived for the size of the texture. Because I do not want to make the size of the texture 2048x2048px for small buildings, and the texture 512x512 can not fit the details of scuffs and dirt with a normal scan model.
Also, I always try to make the asset less "heavy", but it does not always obtained. Especially it concerns the number of triangles of the LOD model.
Nevertheless, I will try to make my subsequent buildings more realistic, but this hardly applies to new buildings from New Zealand, since they are already ready above 50%
Thank you very much for subscribing to my workshop.
A bit of criticism: I think that some of your buildings look too clean and flat. They would probably benefit from a better normal and specular maps, as well as some grunge, water damage, cracks on the textures... just scroll through textures.com to see what I mean: https://www.textures.com/search?q=house