I'm looking at the work from Snefer on his modular texture environment ( http://www.polycount.com/forum/showthread.php?t=89682 ) and trying to understand how he used the RGB channels to create what he did. And I'm just not sure what the steps are to accomplish this result.
I'm currently revising the stairwell to be modular so I can position that where the blue foggy nothing is, as well as adjusting the color of the fog. I will post pics as soon as I make the changes for further critiques. Thank you guys very much for your ideas!
Hi, just thought I'd post these breakdowns of new meshes that I added. In regards to the copper pipe pieces, I used small modular pieces that could snap into place via the use of sockets. This allowed for very quick blueprint assemblage in UE4. Crits welcome!
Yeah, the first one looks the most 'complete' environment, which you can make without having to make too much in the background. It has a bit of everything, some tiling, some modular, some detailed stuff, some props, some organic, some liquid. :)
I have been working with Solus, making modular ice sets for the Ice cave level. This is still work in progress fotage. I also wanted to try my hands at making a character, so far it's only in highpoly state. Character concept not made by me.
only commenting on the basic shapes before you detail the whole thing... as brian commented before you are probably better off modelling stuff separately and then merging them after. This will enable you to work with much less constrictions in a modular way. Cool work by the way ;)
Hi guys, done some more rock work Finished and rebakes the cliffs, also made them much more modular as the original photoscan was quite a challenge to use the way that I wanted. Worked n some materials that have grass on top for the cliffs and rocks.
Hi everyone, I'm trying to understand environment art for games again. I've been away from it for a long time (like 10 years) doing visualization work, and the production pipeline for that is different, to say the least. I created this fan art of the church from Final Fantasy VII Remake to practice utilizing modular pieces…
ENVIRONMENT ART MENTORSHIP 2020: Reverse shot. Thinking about what can be modular and what needs to be unique. Mostly concerned with forming a design language first and filling out the scene with the barest of minimums and will return to this once I get a sense of what I need.
ok its my first time building a modular environment and I just textured 12 props using single trim sheet and now im reading this thread, why is this approach not good and are there any cases where you can get away with it, here is the sheet: