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Modular Buildings Study

vong_pha
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Hello Polycounters,

I've been researching the usage of modularity for games with a top-down camera like RTS games. It's been pretty exciting learning how these assets are made. Breaking down the different components from different games and artists it's definitely been a learning experience, but I've recently hit an art block and it is devastating. As I'm looking at my creation I feel like I'm missing so much which is where the frustrating part kind of comes into play; what am I missing out on exactly? I approached this project with a module-based idea for kitbashing buildings for streamlining the in-engine build process. So I just wanted to ask for some general critiques and any recommendations on how to approach the polishing stages for these types of game assets.

Thanks in advance everyone!

Here are some images of the modules and buildings I've been working on for the past 2~3 months:


(An overview shot of the garden city layout using my buildings)


(Some residential buildings and a central capitol building.)


(This trim sheet I used across all of the assets I've made from building blocks to small greeble assets like the ones found below.)




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