Christmas project of a village on stilts. It contains around 45k verts and 33k faces. All textures are found at freesites like http://opengameart.org/textures/all or done by myself. Either way they're all free to share.
I added a statue of a mermaid, but all other objects should be added manually. This is just the base village.
A YouTube movie of me walking through the village after I imported it into Unity 3D can be found at
http://www.youtube.com/watch?v=UWUSlbx8H5Y
There's also other screenshots at http://silveralv.deviantart.com/art/Village-on-stilts-346946626
I release this as CC0 and anyone can do anything they want with it. It would however be nice to know if it's used somewhere, but it's no requirement.
Thank you for the comments! I agree that it could use a lot of work to be really realistic. I was looking at games like Skyrim and check how they did texturing and it seems like they use generic textures as well. For example, wood at the top and bottom of a house look exactly the same. There's no grass or moss building up from the bottom. Some of the parts I tried to make weathered, like the roofs being "caved in" and not exactly straight. Similiar with some walls and boards. I was however worried that I would use too many vertices and most of the model is just simple meshes. I have no ideas how many vertices a good model of this size would be normally. If anyone know, I'd love to know :)
Daniel, when I mean weathering, I don't necessarily mean grass or moss at the bottom, although a little bit of moss here and there couldn't hurt. What I mean mainly is that the wood planks in your model look brand new as if someone just assembled that structure from freshly cut wood. One simple way to make them look 'old' is to to use a slightly lighter and more consistent wooden texture and then to smudge it at different places. Google the phrase 'weathering 3d models' for more insight into what I mean. As far as the windows are concerned, instead of giving them a uniform yellow, try a texture that blends from yellow to much darker along a circular-ish gradient to give it a more realistic feel. Right now I am not well, but when I am better I will try and find the time to take one of your models and do the modifications I am talking about and post them here. In any case, I notice that your work is only getting better with each model. You certainly are on the right track
Thanks again for the comment. I will certainly look more into this. Maybe you're right that making the wood lighter is better since it will dry up. I was thinking the opposite, that water and tar/oil was gonna make it darker so I made the wood darker instead. Have to do more research into this. I used noise/cloud to make the windows not have a uniform color, but I think you're right that a gradient would also be better to make the edges looks dirtier. Maybe a mix of both approaches would be best. I also tried adding green to the roof to make it seems like moss, but I know I didn't do a very good job with that. That also needs some improvement. I will definitely look more into weathering and texturing!
This is really cool, but when i downloaded it, the textures where all pink/purple.
It should work, but might be something local that makes the paths to the texture no being recognized. Try exporting the textures and have them as files instead of being packed in the blend. That's how I have them when I use them. You can export the textures on the texture tab of the material. It's a little icon under source, next to the path.
wonderfull mate,and since you mentioned skyrim in a post..it does remind me of riften slightly...it being a town on the edge of a lake =P
really good model
Its and extensive model and the modelling part is great. It is fairly obvious that you put quite a lot of work into the modelling of this scene. The texturing could do with some improvement, Daniel. My advice to you would be to learn the technique of 'weathering' your 3d models. This would make your models look much more realistic.