So I keep noodling this stuff back and forth in my head and in 3DS Max. I am doing an environment based off of the below concept art by Casey Fallon. (Link at bottom of post). Creating most of my modular pieces in 3DS Max, then Zbrush and finally getting them into UE4. The issue I'm running into is how exactly to do my modular kit and to what extent I should make it modular.
I have gone through the wiki and have made a modular kit before, but it was for a much smaller environment at the time. My question is what scale should I be shooting for with this environment. By scale I mean should I be doing wall by wall, building by building, somewhere in between?
I began making the pieces for the town wall by wall but it just feels so bland right now with the flat pieces. Since I kept questioning whether or not this is the way to go I wanted to ask before I got too deep into developing that scale of modular pieces.
I have been looking around and I really like the approach that Horizon Zero Dawn seems to have taken with their buildings in making them one whole piece it seems. At least that is what I can gleam from these images posted by Alex Zapata. It appears to be one whole mesh that is no doubt covered in different tiling materials, decals, and trims. I may be mistaken on this though.
Both some tips and guidance on how the town should best be approached and how the castle in the background should be approached would be extremely helpful. I separate them as they seem they would be different case scenarios.
Some more information for ease of you all answering. The environment does not have to have any gameplay in it whatsoever. I still want to maintain a workable and realistic framerate in UE4 because I want to showcase that it is still a game but I doubt this will be an issue with the scope of this project. I don't intend any close up shots of the castle except for maybe the floating top piece. I would like to make use of tiling materials, trims, and decals. I intend a few close up shots of the town as well as a couple of different wide views/compositions and possible a small fly through of the central street.
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Blocking out is really important. Don't worry about things looking bland, and don't spend time detailing pieces at the beginning. Look at your reference, find the repeating elements, and build around that. The key to avoiding a ton of rework is to make sure your pieces fit together from the start. Also, once your block-out pieces are in Unreal, you can just overwrite the files with more detailed versions and they will update in your scene.
Once you have things fitting together, you can start thinking about texturing. How you texture/UV will influence how you create detail.
Hope that helps
If you compare the two side by side it's pretty clear they had to convert some of the unique cattywompus details to straighter lines so they could build in a more modular fashion and not impede player movement. It's all cool to see a super sloped and stylized roof but if your player pawn can't get inside, you have to rework some detail. They managed to keep the roof, but the walls, doors and windows aren't exactly unique.
They did a great job of preserving as much as they could, it's amazing how close they got, but if you take the time to compare them, you will see it's not just 100% pure unique detail, especially if you move around the game, the reused assets start to pop out.
Just don't get trapped into thinking "that's how the pros did it!" Because you're only looking at one piece of the pipeline.