IMO, building models is the easy part, UVing is slow and tedious. That will vary depending on the model. I've found it worthwhile to get used to unwrapping the same model repeatedly if the unwrap isn't working well.
Usually I'll be half way through the texture before I notice that the UV isn't going to work for some part of the texture, or the texture will be better if I adjust the UV. By redoing the unwrap I learn new tricks to the process and get better at it and have to redo the UV less frequently.
As you are just beginning, approach each model/project as learning experience. The C4 is a simple geometric shape good for learning modeling. My first project was a wooden box, no complex geometry at all, but I spent a couple of days learning the Blender interface and exploring various techniques. There are a number of ways to approach unwrapping, experiment with them.
It is tempting to focus on the end product, a beautiful model well textured. Don't. Instead, pick projects that will let you explore a limited aspect of Blender. Keep your daily goals small and simple to avoid frustration. Be prepared to redo and redo in the interest of learning.
You might try a different typeface, only because that one is used a lot. I like the typeface, but I see it everywhere these days.
The color palette is good, monochromatic but rich. I like the texture in the background. You could try a simple repeating pattern in larger spaces in the borders, such as behind the window titles. I'm thinking something as simple as a diagonal dot pattern, very subtle, barely visible, just to eliminate the flatness.
I'd like to question the red elements. The color is great but I want to know what the purpose of them is. They are very prominent and I'd like them to be functional. I surmise that the red square is a close box, I suggest that making that red is more than is needed and that a simple X would be more recognizable. And when you design interactive elements, like close boxes, keep in mind that they will need at least two states: up and down. Also consider an inactive state and possibly a rollover state. You never know what states someone might need, but up, down and inactive are fairly standard, and it's good practice and a good habit to get into.
If you feel that the windows need more color, don't worry. Leave that to the contents, ie the icons, that will be displayed in the windows. A good gui is there to support the user, not to gain glory for itself.
I'm intriqued by the multiple layers you've designed into the border patterns. The corner elements support the visual theme and look great when stacked together. And, because they are visually stronger than the border patterns that lie under them, they will support and hold the border together regardless of what pattern is placed under them, or if there is no under pattern at all.
An exercise, if you like; imagine the windows can be resized freely and that the corner pieces will always stick to the corners of the windows. Can you design an under pattern that repeats and aways fills the sides of the window regardless of how large or small the window is? The criteria for the under pattern is that it has to look good no matter how long or short it is. In this instance "looking good" means that it doesn't draw attention to itself.
I can't help you with Unity, but I can upload the textures separately (see below).
IMO, building models is the easy part, UVing is slow and tedious. That will vary depending on the model. I've found it worthwhile to get used to unwrapping the same model repeatedly if the unwrap isn't working well.
Usually I'll be half way through the texture before I notice that the UV isn't going to work for some part of the texture, or the texture will be better if I adjust the UV. By redoing the unwrap I learn new tricks to the process and get better at it and have to redo the UV less frequently.
As you are just beginning, approach each model/project as learning experience. The C4 is a simple geometric shape good for learning modeling. My first project was a wooden box, no complex geometry at all, but I spent a couple of days learning the Blender interface and exploring various techniques. There are a number of ways to approach unwrapping, experiment with them.
It is tempting to focus on the end product, a beautiful model well textured. Don't. Instead, pick projects that will let you explore a limited aspect of Blender. Keep your daily goals small and simple to avoid frustration. Be prepared to redo and redo in the interest of learning.
Above all play.
Fanstastic resource :)
I took a look at your project page. I like your approach to designing "realistic" spacecraft. You might find this site useful:Atomic Rockets
Nice texture.
It appears that the diffuse image, "medi.png", is missing. Other than that, it's great to see a well crafted texture.
If you'd like a bit of a critique ...
You might try a different typeface, only because that one is used a lot. I like the typeface, but I see it everywhere these days.
The color palette is good, monochromatic but rich. I like the texture in the background. You could try a simple repeating pattern in larger spaces in the borders, such as behind the window titles. I'm thinking something as simple as a diagonal dot pattern, very subtle, barely visible, just to eliminate the flatness.
I'd like to question the red elements. The color is great but I want to know what the purpose of them is. They are very prominent and I'd like them to be functional. I surmise that the red square is a close box, I suggest that making that red is more than is needed and that a simple X would be more recognizable. And when you design interactive elements, like close boxes, keep in mind that they will need at least two states: up and down. Also consider an inactive state and possibly a rollover state. You never know what states someone might need, but up, down and inactive are fairly standard, and it's good practice and a good habit to get into.
If you feel that the windows need more color, don't worry. Leave that to the contents, ie the icons, that will be displayed in the windows. A good gui is there to support the user, not to gain glory for itself.
I'm intriqued by the multiple layers you've designed into the border patterns. The corner elements support the visual theme and look great when stacked together. And, because they are visually stronger than the border patterns that lie under them, they will support and hold the border together regardless of what pattern is placed under them, or if there is no under pattern at all.
An exercise, if you like; imagine the windows can be resized freely and that the corner pieces will always stick to the corners of the windows. Can you design an under pattern that repeats and aways fills the sides of the window regardless of how large or small the window is? The criteria for the under pattern is that it has to look good no matter how long or short it is. In this instance "looking good" means that it doesn't draw attention to itself.
Belated congratulations
Really nice to see realistic axes :)
What, authentic, historically accurate!? Beautiful. Between you and me, I despise fantasy armor, the real stuff is much more believable ;)
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