But the higher detail would be still noticeable. In TS you could try a brick wall texture too, though the small size doesn't allows single bricks to be visible. RA2 is big enough to make even tiny bricks in a brick wall visible. The wall texture should show some kind of texture and not only noise. Though better check yourself what the general size is, since i have not much experience in RA2 building sizes.įind better remap locations than red edges on the boxes, which are also too strong anti-aliased to be later well convertible into remap colors and you'll end with a lot of wrong colors after SHP conversion. In RA2 a floor of a civil building should be about 12 pixel high. your door is very small, even too small for TS, where 1 floor of a building should be about 8 pixel high (8 pixel are about 2 m in height) See how big doors and windows are on other civil buildings and then make yours match that size.Į.g. The inner details should get a consistent size.
It should get more details and not only 5 primitive shapes: small box, big box, triangle geosphere, 2 cylinder. The lighting on the dome looks strange, like the triangles are facing in random directions.įor which game do you plan this? For TS the building is too big for a 1x1 foundation and too small for a 2x2 foundation.įor RA2 it seems to fit into 1x1, though 1x1 for a powerplant is quite small. Attach signature (signatures can be changed in profile)