Hi, my name is Rômulo Ferreira, I'm 3D Environment / Prop / Vehicles artist. Email: romulo.professional@gmail.com Skills: - High poly and Low poly modeling - Modular and Non-Modular - Retopology - Baking textures - UV mapping - Texture creation with software like Photoshop, Krita, Gimp and mainly Substance Designer and…
Usually modular kits adhere to metrics for the sole reason of snapping to the grid. eg, you know you won't have any gaps or extra geo if you know your wall kits are a denominator of 100cm widths (50cm, 25cm variants etc), and the rooms that you have blocked out are 10mx10m. If your level is "organic" and requires no…
The overall concept for this project is determining which modeling process better suits creating models for architectural visualization for real time. The target game engine being UDK. So, in a sense, polycount and modularity play a rather late role in the criteria. But with a home as small as the example, could you do it…
For sure, and despite I do play games (although what I would consider minimally) I don't think the pastime is overly related to good game design or good art, its like wine tasting and brewing, its two different aspects very little crossover. I could either play a 100 games with a complex modular level design and then…
hey, i got a question. You said the idea is to keep the modular pieces down to a minimum. So if your building a modular set. You have everything at a certain scale right? So you can put it together yourself like lego pieces. The thing i'm wondering is that, isn't it hard to put it exactly where you want? Especially the…
The rocks look better, but the cliff wouldn't be made up of round rocks like that. It would be a lot flatter and look more like a singular piece of cliff. That would be difficult to model, but making a new modular rock specifically for flatter areas would fit well with the cliff. You might have come across this tutorial…
Never feel embarrassed about being very young starting out, its actually quite lucky lol. If your thinking of doing something like this my best advice is get taking lots and lots of screen shots of what you want to re-create, its all about references. Then look at modern 3d, the (sorry everyone) Sci-Fi hall ways, believe…
This is kind of last-gen, but should give you some ideas about how far you can take modular assets. Dig further back in the thread to find the modular bits. https://polycount.com/discussion/comment/1650367/#Comment_1650367 Gears of War info is here, just search the page for Kevin Johnstone:…
Hey everyone,I am a 3D artist with 2 years of experience and almost a year in freelancing, with the majority of my expertise in creating game-ready assets. I’ve worked with dozens of clients, bringing life to their games with high-quality, optimized assets. What I Deliver: • Realistic & Low-Poly Props (High-detail modeling…
Hey guys! I've been trying to switch over to Unreal after exclusively using Unity. Unfortunately, trying to get a modular level to work with lighting has been absolutely kicking my butt. I've followed the posts about creating multiple UV sets using the secondary one for lighting, and I'm not too concerned about the seam…