Hi all,
I've decided on a new portfolio piece I'm going to complete - A defence game set inside a spaceship. The first part of it is to get my spaceship done. I have a basic floor plan of the ship, with 3 levels, and I've blocked it out in UDK using basic floor segments from 3DS MAX (They're just basic tiles of a certain dimension). I've done this mainly to try and get a better idea of scale and layout, so I now know how large certain assets and segments are going to have to be. Here's a quick shot of the 3 floor layouts as they are in UDK at the moment;

I want to create the floors, walls and ceiling with as many modular assets as I can to save time. I've never done a modular environment before and I'm looking for advice going into this. I've checked out some awesome tutorials for it (including Philip Klevestav's) but I'm still stumped whenever I go to MAX. The thing that's throwing me off is thinking about curved sections, and I want a lot of nice curved corners. Another thing that's melting my brain is thinking about how to connect the walls to the floors and ceilings, as I want the corridors quite narrow and small, and the rooms and lot more open, large and varied.
Any help would be hugely appreciated.
Replies
http://www.thiagoklafke.com/makingofdmzest.html
This might help
http://forum.unity3d.com/attachment.php?attachmentid=31665&d=1330719579
First of spend some time choosing the best width and height for the player to run around in, base your modules around that. It will all fit perfectly if you always keep to your footprint.
Here you go, the write-up of the Skyrim Modular Dungeons presentation
http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html