Hi, I'm working on a game-ready stylized house based on a concept by k cxxx and I'm still in the modeling phase, and I've run into a dilemma. I've tried to split the concept up into as many modular pieces as I can, but the problem I'm facing is what to do when it comes to texturing. Do I just bring everything into substance and work from there? Learn how to make a trimsheet? Go full modular, sculpt and texture each piece and then try to work everything in the engine? I really want to make this and would appreciate any sort of advice. Also, what do you think of what I have now? The concept:
I find it helps to start with the trim sheet texture first, then model the modular pieces and UV them to that sheet. This way I can reuse already-UVd pieces to build up the asset faster.
We have some tutorials here that might help you. I think the most relevant ones might be the first one by Tim Simspon, and the third one down by Shubham Kumar. http://wiki.polycount.com/wiki/Modular_environments
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We have some tutorials here that might help you. I think the most relevant ones might be the first one by Tim Simspon, and the third one down by Shubham Kumar.
http://wiki.polycount.com/wiki/Modular_environments
Also the modular set Pirate castle [UDK] https://polycount.com/discussion/91066/pirate-castle-udk/p1