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Steep Street - In Progress

These models utilise low poly with a mix of soft and hard edge creases.
For extra detail I've used height/normal anchor points in Substance Painter.
Some experimentation around geometry vs normal mapping so it's very possible that these could be crunched further in vert count.
Texel count is limited to 4px/cm for door, window and other set dressing. Tiled textures are currently have a higher density, but look to be reduced.
I need to look at the necessity for door/window furniture and fixings as well as more specific point of weathering and wear.

Now using trim sheets for edge wear and crevice dirt. Lighting from a simple HDRI.

Now using trim sheets for edge wear and crevice dirt. Lighting from a simple HDRI.

Testing of large, tiled textures.
Geometry break-up, dirt layering and additional trims for quoins needed.
There also appears to be a problem with the Normal map orientation.

Testing of large, tiled textures.
Geometry break-up, dirt layering and additional trims for quoins needed.
There also appears to be a problem with the Normal map orientation.

The contemporary references are very limited for this scene. I believe the gable roof should continue through the chimney stack (top centre). The base Substance Designer materials and Painter textures are starting to work. Plenty more detail to add.

The contemporary references are very limited for this scene. I believe the gable roof should continue through the chimney stack (top centre). The base Substance Designer materials and Painter textures are starting to work. Plenty more detail to add.