@ whats_true Thanks for the advice :) . I decided to not go with a vending machine, but I do have a photo booth in there. Before I did this piece, I was planning on making a whole environment in 3ds max -- so most of the geometry is not modular, although some of the smaller objects are.
a good reference would be the matrix demo for unreal. i havent looked at it yet but watched some of the videos they made about it. looks like they just make modular buildings in the typical way and nanite takes care of optimization for distant ones. for windows they use some fancy parallax shader to fake an interior. not…
Hey Polycount! I haven't posted any kind of updates since more than a year ago (which is a little demoralizing haha). But, I'm still slowly working on this thing, and hopefully I'll manage to finish it this year. A few things changed since last time (and are still subject to), but it's still a big work in progress. I'll…
For an asset of that size I'd approach the model differently: as a tentacle assembled from neatly unwrapped modular assets with seamless textures. Then add some variation to the material via vertex color masks or as decals and add irregularity to the mesh (e.g. via vertex noise/random offsets).
If you are seeking a game art career studios may find larger wireframes more appealing to see your poly usage. Your artistic and technical ability are great. Like you siad balancing modular assets is tough but studios appreciate that too. Good Luck.
I like the shapes you have going on the modular pieces, I think you should break up the repitition by having like 2-4 versions of the wall pieces. Every other two pieces you could swap with a diffeent version or something like that...
The church and the UVs are pretty much done. I just have a few random objects to make before creating the 4k map for all modular pieces. And here's a rock I sculpted with Zbrush and textured using Photoshop, with some teasers of the WIP foliage and water :D
Really cool seeing the release trailer, a very fun project to work on :) At 1:46 it's inside the room I spent a lot of time on, I made the cores themselves(not the particle effects though, and the effects are awesome.), also made the modular walls, proud seeing it in the trailer :)
That would probably be a good idea. I always wanted to make materials packs for the UE4 marketplace using substance designer and photoshop. I'm also interested in making modular kits but I will have to get Maya LT (for commercial use) which shouldn't be a major problem.