this will be a western scene, hopefully finally rendered within the UT engine. Sorry for the boring first post but hopefully in time this will be more interesting.
Well, if you're looking to take it into Unreal I advise using the grid as you won't be able to snap to verts in the editor. Modeling to the grid using a set of metrics may take a bit of pre-planning but its more than worth it when assembling in engine and re-using pieces.
I agree with gamedev, if you are building the environment pieces for an engine, i would recommend figuring out what kind of units it uses and go off of that grid. I recently built a modular environment for UT3 and i made sure to keep it all in neat sizes (32, 64, 128, 256, etc) and it was so easy to put together once the pieces were made. Check it out if you want http://www.gamma-minus.com/Content/Pages/3D/Environments/PumpRoom/Pumproom_Max01.html
I havn't received much of a critiqe on it so feel free to let me know what you think.
thank you all for posting and replying, I understand there isn't much interesting yet. Also, thank you for mentioning snapping and such, I have in the past done something to that affect with another engine and yes it would be impossible to build an entire level modularly without it. However, this is like a "movie set" in that I intend on rendering a still whether it is from maya or unreal. Either way I will do my best to make it snap as best I can.
Thank you again and I'll post progress friday night.
Needs more trim. In 3dsmax the quick way is to highlight an edge and "convert it to shape" which makes a spline. Change the spline to a rectangle and turn on generate UV's and you've got trim. I've done it in Maya but don't have it at work so I can't give you a step by step =/
Why trim? it helps hide seams, it helps cap pieces so they can be used at the ends of buildings. It also adds detail, and its fast easy and cheap.
Replies
-Tyler
Good luck!
-Tyler
I havn't received much of a critiqe on it so feel free to let me know what you think.
Thank you again and I'll post progress friday night.
-peace
Needs more trim. In 3dsmax the quick way is to highlight an edge and "convert it to shape" which makes a spline. Change the spline to a rectangle and turn on generate UV's and you've got trim. I've done it in Maya but don't have it at work so I can't give you a step by step =/
Why trim? it helps hide seams, it helps cap pieces so they can be used at the ends of buildings. It also adds detail, and its fast easy and cheap.