As someone slowly trying to build up resources enough to slap together a portfolio even worth a look, I'm making a dungeon. Yeah, old school classic dungeons or whatever.
So, yeah, looking for critique, maybe some tips on making it fully 100% modular, or how them textures are.
So, this is the earliest version, when I threw it into Unity to realize that I needed to create clipping points, some said the texture looked filthy, so, I Mr. Cleaned it.
After the cleaning, I went back to Maya to start correcting issues, of which I have too many to count.
That texture was all sorts of bright and pasty, so, I darkened it.
Should I lose the trim pieces? I mean, they just never look right. Trim is on the left.
And that's my bit. The texture on the pillars doesn't tile all the way around, and I've attempted several different styles of pillar, only to get nothing. I'd hate to bevel a crease to hide it, would just look awful.
Replies
By building a wall, corner in, corner out, and floor piece you gain a lot of flexibility for modularity, and you can add unique and custom pieces to your set after the fact. Example: wall, wall with arch, wall with connector piece....etc.
The prop pieces just get jammed in wherever they make sense, they pincushion the wall/floor/ceiling geometry. It makes the dungeon have a bit more randomness to it, and makes it less repeated.
Just remember the grid is your friend and make interesting shapes before you move onto the texturing part. I wouldn't say you need to start over, but it might not be a bad idea to figure out the puzzle pieces first, how they are going to fit together, and how it's all connected. Then tackle the art part. Design first, figure out your shapes, make all your pieces. Think of it like constructing with lego's....don't worry about what color they are yet.
tiles_01 by levelblocker, on Flickr
tiles_03 by levelblocker, on Flickr
tiles_02 by levelblocker, on Flickr
tiles_04 by levelblocker, on Flickr
hope this helps.
I have a really bad habit of texturing as I go, which soaks time as expected.
Most of this was to define the patterns of the pieces I might need for the larger sections, help tie in architecture with the smaller passageways (shown). Course, a little critique before progressing onward never hurt. Thanks for the response! Also, if I might add, your gallery is incredible.