Recreated all assets (mostly modular) in Modo and placed them in-engine. Soon will go for rough detail phase. I'm pretty satisfied with scene scale now.
Hello, there is my study of the romanesque vault - simple modular architecture piece. Please let me know what you think of it - feedback is very welcomed. low poly + diffuse + normal low poly + normal
I started working on a modular subway tunnel scene. I didn't have the time to do a lot yet, but I would like to hear any critiques you might have. Individual pieces:
Heavily inspired by Star Wars Battlefront 2 and Jedi Fallen Order. Most of the assets are modular and are made from trimsheets. A walk-through of the level - https://www.youtube.com/watch?v=NILzKm5xc5E&list=UUheae8x6N6T4QkZPjKAQ48w
Hi, cool concepts and wips! I used the tree trunk asset to try a modular approach: In the end I had strayed away from the concept, but it was a fun experiment. Model on sketchfab:
I’m probably going about this the hard way but I couldn’t think of another way but to model a modular stencil, boolean the difference into a plane then duplicate it to make up the window.
Calling it done for now. Screens and stuff here: https://www.artstation.com/artwork/Jgn4a I'll add a render of all my modular pieces when I'm less tired...
Bethesda did the same with their weaponry, so I figured I might as well. It keeps pieces more modular, particularly for attachments that can be shared between multiple weapons.
EQ, modular is on my list of things to dig deeper into. What is a good render software. I will use udk for bigger scenes but for smaller assets, what is the best route?