Im planning on making a modular environment based on this concept art i found, and im looking for advice from someone thats done modular environments or anyone that would like to give any tips/advice.
Im going to model the chair/computer/door/window bar thing as separate objects and im ok with that
Its the floor/ceiling/walls that im looking for advice on.
Should I model each part(cubicle separator, wall/ceiling panel) as separate objects with their own maps or use 1 map with all the textures i need?
If I do go the 1 map route how would I do the separate numbers above each cubicle?
Replies
yeah the misc stuff and tech stuff are all gonna be separate objects for sure.
Looking at your concept i feel like stealing it and make my own enviro too, but im already making one so may b next time .
Neways with a quick look at concept i see you only need 6 Major pieces or Units/ blocks, Wall section, Pillar on right that make window like opening, Large Floor piece, Large Roof piece, 2 Trim pieces for left and right.
My advice you go with one texture route as it will save you lot of time modelling, as for numbers Im sure you can use them as Decals.
at the end of the day is all preference of users, After a year learning on my own Modular stuff I think its waste of time to model high poly first than low than texture, instead i prefer making nice huge texture sheet (with lots of planing ) than breaking chunks out of it and making stuff , + you can still make highpoly from low poly to get extra smoothing in normals later on. Bevel edges and Chamfering on low poly are your friends these days .
For solving your numbers on wall
http://www.philipk.net/tutorials/modular_sets/modular_sets.html
and to get an idea of what i mean by one sheet and taking chunks off of it
[ame="http://www.youtube.com/watch?v=Gxdjc2a7Toc"]UDK Modular Tutorial by FahadKM - YouTube[/ame]
http://wiki.polycount.com/CategoryEnvironmentModularity
Wow thanks a lot for the info. Il go with the texture sheet then and if it works out il probably add some hallways along with storage/utility type rooms in addition to the concept room.
@Eric thanks for the link, il look through some of those.