Hello people. I've been trying to get deep into modelling for my thesis environment (1922 Smyrna/Izmir, Levantine/Continental architecture). I've restarted my process several times, resulting in both huge waste of time and loss of work. Let me walk you through my endeavors.
First I made my concept board. About 20 images with some highlighted elements I really want in my work. I still have some free floating images to use for specific parts.
I then tried the strictly modular approach. A collection of generic pieces that work together, except when I put them together, they looked too...stiff. Too repetitive.
After seeing it doesn't work when I put them together in UE4, I tried a more...solid approach. Modular pieces still, but that they work together because I modelled them to work as such. It limits me as to the variation of the architecture, but I'm not against the idea of making 2-3 kits like that so that I can cover all my needs. However, I still can't fit them to work together. Texture problems, , objects seem out of place and similar stuff like that.
Final try. Model the whole thing. Then texture it in Painter. But then I found out (the hard way) that painter only uses one UV map for every material, meaning my mesh looks like this right now (It shouldn't. I tried to map my walls to have separate UV's, but this causes me troubles with tiling textures, plus the amount of polys in the model (the whole thing) cripples my computer.
I then attempted to break down my model to parts, but gave up right there and then, because I just lost my steam.
Any advice from anyone? I have never attempted to make something so big and it's both intimidating and frustrating, because I just can't get it in my head how people like the ones I drew inspiration from (see links below) do what I want.
Thanks in advance!
Inspiration links:
1.
https://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1 (Edited to go to the first page)
2.
https://www.artstation.com/artwork/1eREK
Replies
However Vytautas did something far more complex for his scene, which I'm not sure how to replicate without completely replicating his process (which I'd like to avoid since it's academic-related) :
As you see this is completely freeform, nothing grid-based. My biggest grievance with this is UV mapping and texturing at a later time. He made a lot of small parts, textured them and then started combining everything into actual architecture. Should I try to work like this?