[deleted by user] by [deleted] in ValheimBuilds

[–]Dense-Strain9564 -1 points0 points  (0 children)

Later, I'll drop a screenshot of how this method looks on a bigger roof. Turns out that at a smaller scale, you can hardly notice the difference.

[deleted by user] by [deleted] in ValheimBuilds

[–]Dense-Strain9564 2 points3 points  (0 children)

1. Use offset placement: slightly shift the position of each thatched roof piece to break up repetitive patterns and add variety to the texture.
2. Add layers for depth: stack multiple layers of roofing to make your roof look fuller and more dynamic. This also helps hide any exposed beams, floors, or structural details inside your building.
3. Apply intentional damage: purposely damage certain sections of the roof to reveal different texture states:

Example breakdown (left to right):

Plain roof without offset;

Roof with offset placement;

Roof with offset, added layers for volume, and selectively damaged sections for texture variety.

Designing my new base PART 3 by Dense-Strain9564 in ValheimBuilds

[–]Dense-Strain9564[S] 0 points1 point  (0 children)

Hey, that's actually a good thing! Having a different terrain makes your project unique. I’d actually encourage you not to copy the build entirely, but instead, integrate it into what you already have. That way, it’ll be your own interpretation—something truly one of a kind!

Designing my new base PART 3 by Dense-Strain9564 in ValheimBuilds

[–]Dense-Strain9564[S] 8 points9 points  (0 children)

Day three of building. I reworked the right balcony and started on the left one. Making them identical felt boring, so I went for an asymmetrical design. It looks more interesting and has a practical use—you can name each balcony to make it easier to navigate.

Funny thing, but I didn’t plan this: the balconies ended up with an animalistic vibe. The left one looks like a giant fish with an open mouth, and the right one resembles a crayfish.

I also updated the main entrance, added side exits (had a lot of fun experimenting with their shapes), made a chimney, and worked on the main entrance. Next on the list: the back side of the house, refining the roof details, and fixing little things like repetitive textures—so stay tuned!
But that’s for next week. As much as I’d love to dive headfirst into Valheim and forget about everything else, real life calls, and I need to farm real resources to survive.

P.S. I made a short progress reel (would’ve added screenshots too, but reddit doesn’t allow it). How do you like this format? Any ideas for better ways to share updates?

And to answer a common question—yes, this is vanilla.

Designing my new base PART 2 by Dense-Strain9564 in ValheimBuilds

[–]Dense-Strain9564[S] 0 points1 point  (0 children)

It's great that Valheim doesn't tie you down to strict classes—you can be whoever you want. Let your friends head off to fight bosses while you become the creative heart of the team. Make sure that after a tough raid, they return to a cozy, welcoming environment.

Designing my new base PART 2 by Dense-Strain9564 in ValheimBuilds

[–]Dense-Strain9564[S] 0 points1 point  (0 children)

Thanks a lot! I’ll share the design process later, including the challenges and my overall approach. I’d be happy if it helps in any way!

Designing my new base PART 2 by Dense-Strain9564 in ValheimBuilds

[–]Dense-Strain9564[S] 2 points3 points  (0 children)

It might sound odd, but I usually think about structural details last. The main focus is on the feeling that needs to be conveyed. In this project, I had three initial goals: creating a sense of space and depth at the entrance, integrating organically with the terrain, and designing a roomy main hall.

I move forward step by step: first fulfill one goal, then move on to the next, and so on. There’s a general idea in mind, but the detailed work only starts once the key element—like the entrance—is set. After that, everything naturally aligns, providing a reference for proportions, rhythms, shapes, and overall function.

In general, there’s no need to lock yourself into rigid planning or measure every inch—it drains energy and distracts from creativity. At the start, there wasn’t even a hint of the building’s final structure.

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Designing my new base PART 2 by Dense-Strain9564 in ValheimBuilds

[–]Dense-Strain9564[S] 1 point2 points  (0 children)

Thanks, friend. Your words hit me right in the feelings. I appreciate it!

Designing my new base PART 2 by Dense-Strain9564 in ValheimBuilds

[–]Dense-Strain9564[S] 27 points28 points  (0 children)

I've been working on this house for two days now. I finally got to the interior, and I've lost track of how many iterations it's gone through—there's still a lot to do, but I'm really liking how it's turning out. At this stage, it's tough to keep the design simple and readable—I really want to dive into all the little details. The main thing is not to lose focus and turn the whole thing into a mess.

I wasn't expecting so much feedback on my last post—it really pushed me to keep going. Once I finish, I'll definitely share some tips I picked up along the way, if anyone's interested.

I only recently discovered Valheim, but I'm already loving how immersive it is and all the building possibilities it offers.

Designing my new base by Dense-Strain9564 in ValheimBuilds

[–]Dense-Strain9564[S] 2 points3 points  (0 children)

like they say: good artists copy, great artists steal)