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Right, so, I've got this dungeon

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.
f3gKPmZ.png

After the cleaning, I went back to Maya to start correcting issues, of which I have too many to count.
NeoR347.png

That texture was all sorts of bright and pasty, so, I darkened it.
vHcmdDf.png

Should I lose the trim pieces? I mean, they just never look right. Trim is on the left.
C5duAYI.png

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

  • pixelpatron
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    pixelpatron polycounter
    You seem to be struggling with something but I can't quite understand what that is. I've made modular dungeons in the past, here are some samples of block-out meshes used to make a tiling dungeon. The darker parts on the back and top of these assets are solely there to block the light from escaping or coming in from the back sides. (may or may not be an issue in your case).

    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.

    10174625293_ff2a14212b_o.jpgtiles_01 by levelblocker, on Flickr

    10174623643_9ac13c7a1b_o.jpgtiles_03 by levelblocker, on Flickr

    10174624253_4084d57061_o.jpgtiles_02 by levelblocker, on Flickr

    10174495705_6e8e384036_o.jpgtiles_04 by levelblocker, on Flickr

    hope this helps.
  • Iomma
    I think I get what ye mean. Even in Lego, I have a tendency to spend 5 pieces when 3 would do. Maybe I am spending way too much time trying to get uneven verts to line up correctly in the cardinal directions, or attempting to hide them with trim. Starting over wouldn't be that much of an issue, I still have the textures handy with the capacity to produce more now, so that saves me a ton of time. Busting out some fresh walls and possibly configuring some newer ceilings (that line up this time) really shouldn't take that much time. Besides, sometimes doing it again makes the world of difference.

    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.
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