(Untextured whitebox model of Whitby Abbey)
I now have Whitby Abbey mapped out with 3D models and it looks okay. I will be adding a little bit of extra detail to a few of the models but most of them are likely to remain as they are. The next step is to create a texture I can use on them. Most of today was spent hand painting a texture from scratch (no photos were used in its creation), with various stages of testing to see what it looks like on a model. I'm not trying to create a photo-realistic recreation of Whitby Abbey; instead I want a painterly look as stated in the Style Guide post.
(A small section of the texture I've been working on today)
I can't apply it in engine yet, as I will need to redo the UV maps to use the texture properly and efficiently. For those who don't know what a UV map is, it's a 2D representation of the geometry of a 3D model. It dictates where an image will be displayed on the surface of a model. As you can see from the image below, the texture looks quite good on the model even though it hasn't been mapped properly yet. I am aiming to map them tomorrow or Sunday.
(A test render of the texture on a model without finished UVs)
The texture will be merged with some others onto a single material so that multiple meshes can use the same texture space in engine. This increases efficiency and demonstrates optimisation for game development.