First of all I specialise in 3D mainly but haven't dabbled in creating levels before, even though I'm proficient using Quixel and substance painter.
However we have a VR project in from a client and they want to show a futuristic environment like this one, which we are aiming to build in 3Ds Max or Cinema4D. Then get it all into Unreal engine.
I've been researching the best way to approach level creation and texturing for something of this nature and of course modularity is something which I understand for most scenarios, however this type of environment seems impossible in my mind to break down into modular pieces with UVS enabling us to texture the actual level, and textures to actually correspond with the curved shapes of the environment, not so much individual assets such as furniture. Assets do not bother me too much, it's more the long balcony areas, large continuous meshes with unique texture detail.
Do I create the whole level to a grid then attempt to slice up into chunks in order to texture? I attempted this but it felt messy in terms of UVs.
Please ignore things like trees and foliage as we can grab some assets for that. It's just the best way of modelling the basic structure to allow us to texture the larger shapes of the environment.
This was really hard to explain but I guess the question is, what are the best steps and methods for creating an environment like this? How would you approach it? Any info will be much appreciated.