Hello I remembe r ot have seen here around some kind of tutorial on rock walls tiling ... or kind of .. but I can't find in the wiki or perhaps I am getting lost in it .. any idea of what it could be?
tough it doesn't say much about the moduarity of pieces of wall ... I am actually not sure on how to be able to stay always in a constrain of 128 , 256 , 512 , 1024 etc dimensions of the modular pieces so that they stick in the exact precision place when I siden them ingame .... I tried to make a base poly that from start had those dimensions but then I can't really play much out of the box ...
and the result isn't precise there come some seams and not perfect alignement ingame ....
tough it doesn't say much about the moduarity of pieces of wall ... I am actually not sure on how to be able to stay always in a constrain of 128 , 256 , 512 , 1024 etc dimensions of the modular pieces so that they stick in the exact precision place when I siden them ingame .... I tried to make a base poly that from start had those dimensions but then I can't really play much out of the box ...
and the result isn't precise there come some seams and not perfect alignement ingame ....
Part of the point of modeling modular pieces is staying inside the "box" and not breaking the modularity.
But you could try putting a instance of your model either side of the original while you're working on it. This way you'll see how your model tiles when you're modeling.
The most important thing is grid. Make it as simple as you can, like 1 module is "2 meters" (useful because you already know the scale and you can make a modular pieces bigger in this module, like 4m, 8m and so on) or even 1 module is "1 unit" (simple but sucks).
Remember to get a height module. There's no need to keep them as square proportions but it's simplier to have 2/2 meters proportions then 2/3,5 meters.
Let's say you have a module "2/2 meters". In this case you need to make a plane 2/2 meters and that's your "canavas". Don't get over it.
I can't see any situation where it's not possible so it's very weird that you're saying that it's not only snap to grid. I've used modules to build entire cities and I've used weird proportions like 3,0 meters wide and 3,8 meters high and there was no problem at all. Can you show me on image what kind of problem you have?
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but is not theone I was looking for ....
http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/
Found it ... was this one and I did faster using google lol ...
http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html
What you do think of this tutorial?
tough it doesn't say much about the moduarity of pieces of wall ... I am actually not sure on how to be able to stay always in a constrain of 128 , 256 , 512 , 1024 etc dimensions of the modular pieces so that they stick in the exact precision place when I siden them ingame .... I tried to make a base poly that from start had those dimensions but then I can't really play much out of the box ...
and the result isn't precise there come some seams and not perfect alignement ingame ....
Part of the point of modeling modular pieces is staying inside the "box" and not breaking the modularity.
But you could try putting a instance of your model either side of the original while you're working on it. This way you'll see how your model tiles when you're modeling.
No there's nothing like that. Other than just using snap to grid.
http://www.thiagoklafke.com/modularenvironments.html
The most important thing is grid. Make it as simple as you can, like 1 module is "2 meters" (useful because you already know the scale and you can make a modular pieces bigger in this module, like 4m, 8m and so on) or even 1 module is "1 unit" (simple but sucks).
Remember to get a height module. There's no need to keep them as square proportions but it's simplier to have 2/2 meters proportions then 2/3,5 meters.
Let's say you have a module "2/2 meters". In this case you need to make a plane 2/2 meters and that's your "canavas". Don't get over it.
I can't see any situation where it's not possible so it's very weird that you're saying that it's not only snap to grid. I've used modules to build entire cities and I've used weird proportions like 3,0 meters wide and 3,8 meters high and there was no problem at all. Can you show me on image what kind of problem you have?
[ame="http://www.youtube.com/watch?v=SxN0cW__UUk"]Ninja City Demo - YouTube[/ame]
And here is a test to get it into UDK
[ame="http://www.youtube.com/watch?v=PFgpIr_Z_Mw"]NinjaUDK_NinjaCity.avi - YouTube[/ame]