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If you're just interested in doing some reskins, it would be good to look up what you can about UV mapping, which is how textures are mapped on to a 3d object in almost all games and a lot of CG.
Blender would still be a useful tool for doing this, since you could use it to check what faces on a 3d model line up with the space on the texture file, or your could rearrange those texture areas in 2d space to your liking to optimize them so to speak. Either way, good luck.
if you want, we can work on this together?
Recommendation for a residental building is around 1000 tris. Even the largest 4x4 would have 63 tris per square. BTW Almost no one in the workshop uses only 1000 tris on a 4x4...
So I recommend you all just unsub some of the popular 14 000 tri cars here and you can spam your city with this beauty.
The extra geometry was to avoid having illuminated and specular areas sharing texture space on a single face with non-illuminated and non-specular areas - C:S creates very noticeable aliasing as you zoom out from an object on those crossovers – and no amount of pixel precision or normal mapping seems to help it – it looks like arse. If you can point me to an asset that does this well, let me know and I'll take a look at it to see if I can do better. And I will not apologize for my silly squares, ever. : )
Thanks!