Thanks very much, I will try it and will post a screenshot.
What is that 3D paint. I did not know about it. How it is done?
Thanks very much, I will try it and will post a screenshot.
What is that 3D paint. I did not know about it. How it is done?
I mean you can hand paint stuff in Blender(which I recommend), but the feature Iām talking about is where you can paint directly on a 3D model in Photoshop. All you have to do is get an obj of the model(FBX donāt work), drag it, and then it will give you some options. Unless you need some specific, you can press okay without changing anything. Again, Blender works fine and even performs better than what I am using, because it lags on some computers(based on personal experience).
Thanks. I added more details to the texture. Hereās the result (without the black outline):

Let me know how else I can improve it, or if it looks good I can do a pull request.
I decided to go with a hand-painted approach (rather than procedural textures). I also added cut marks and other signs of wear. What do you think?

So I decided to remodel the planks and the rope, which turned out to be a good idea. The polycount is still pretty solid, and Iām happy with all the suggestions that everyone gave me. Besides the video for ideas on the bridge, I also added some nails on the wood. If there are any other suggestions, I am all ears
. If there is none, I will fix a couple of things to make it usable(making it a prefab and such). I might also work on the long bridge and possibly another town structure that I have been planning for. Do we still want it to be a longer version of the small one, or do we want it to be a hanging bridge?
[Edited] I just realized that the ropes are not aligned, and the photo does not show the beams being a bit crooked. Something Iāll fix before any adjustments or sending a PR.

Hereās the Pier:
Note: I am still on 2019 LTS (and will download 2020 LTS on the 8th April release) But the pier is here.
And finally this talk:
I just finish texturing the well and one post and latern for extra! festival! spirit! Is there anything else need for the town?
These are some of the textures and atlas I have been using, they were made by me if someone wants to use them.
Wow, thanks everyone, these are really, really great!
Please always test the objects without lines, as in any case we are removing them. I have some exciting news related to the art style, will post soon!
Harsh, I feel like the pier still needs some work on the texturing. Some feedback:
Firstly, Thanks for Feedback.
All the Planks UVs are on the Same Texture, show I introduce a variety of plank textures, or something like rotating the UVs.
I tried to make them look real, but I almost forgot about the game style. I will try to use the textures of wood by @laczkly.
The bottom wood I thought would a kind of rotten because of water, therefore darker in color. But if this is not desirable, I will make them identical.
Noted. I will add a Texture on them too.
I also believe but cannot figure out what to do. I just used the textures by @MortyJHin .
Also, when the project will end. Because my Final exams are going to start around starting may, and will end around mid-june. So therefore I will be busy and will not give any time in here. So I want to finish this pier till 25th April.
Hereās a possible model I created for a simple bridge. As described in the Bridge card, āwith no railings, more improvised, for the heart of the forestā:
If this is more or less what weāre looking for, I can start texturing.
I think itās cool so far. I would suggest making the poles more organic(like cut down trees), and the plank that is falling off the bridge should be different, so the player doesnāt need to jump over it. However, if the point was for them to jump over it, thatās fine to keep on. Otherwise, nice work!
Thanks. Yes, I was going to make the poles look more organic in the texture, but I can probably do so with the model, too, hopefully without adding too many triangles. Good point about the player possibly needing to jump over the falling plank (although the collider could simply ignore it and pretend thereās a plank there). Itās easy to change later, so I think Iāll leave it for now and if it doesnāt work well with our gameplay I can fix it.
Harsh-099 Is it possible you have problem with the texture coordinates on the sides of the boards? If you are using those textures it isnāt expected for the sides of the boards to be a single color unless their corners are at the same texture coordinates.
If you are talking about the light brown sides of planks and top of the posts, then I am trying to achive this look on the sides of the planks, the beams and on the top of the posts.
It is like the plank is cut out from a tree, and treesā inner side is textured like a light brown with some noise.
Anyways, should I make it without light brown noise and give the sides the same wood texture as the tops? But If I do this, nearly the whole pier would look like it is painted with just one texture. But this light brown noise provides a varied look.
Iād make the color of those light brown sides a bit darker to give it some worn look - assuming that the pier hasnāt been freshly built just yesterday.
References:
It has improved quite a lot, but still has quite a few things that need to be fixed.
Like the other mentioned, the fact that the planks sides is a completely different color is a bit weird. After all, planks like those are the same material on all sides, since they are made from the inside of a trunk. So thereās no bark (the treeās skin) on the top.
In any case it would be ok if they were a different colour, if they displayed anything. But they just have some sort of noise? Same for the poles.
Also one thing I want to mention looking at your texture layout: thereās a lot of wasted space and duplication. When you have two elements using the same piece of a texture, just move the UVs of those polygons and overlap them, donāt duplicate the pixels on the texture.
Also keep an eye out: when something is big in the polygons or very visible, it should be big on the texture. For instance the polesā tops seem a bit too big to me in this layoyut.
I think itās pretty nice, really cool shape.
Iād implement some of the suggestions from @MortyJHin too, especially the one about the broken plank: since itās not just decoration, it might make the player think they have to jump to overcome the gap. If we do want to go that route, I would suggest making the gap wider. But then it would be nice to have a non-broken version too, in case.
Thanks. I got rid of the falling plank. I also hand-painted the texture. It came out less cartoony than I wanted, but it may still work. What do you think? I can try again if we want less shading.
