Really nice work!! Can you show how you made the buildings? I mean are they modular,How many uv channels/maps per building? Are there more then 1 diffusemap per building?can you post a picture of the uv maps of one building please? looks very nice!
Hello, i have an issue with my reflections. Walls, floor and everything is modular so it's different meshes. Behind the door there is my directional light. Why do i have reflections from my light even though there is a mesh between? How can i fix this? Tell me if more info is needed so i can provide it. Thanks in advance!
Hey guys! I started posting about this in my sketchbook thread, but i figured i might as well make a thread specifically for this project! i'm working on creating this concept from Star Academy: https://www.artstation.com/artwork/OyYeZv trying to learn and practice a proper modular workflow and want to build it in unreal…
You do, especially in production, when you have to create and test a bunch of modular assets set up with the power of 2. We had inhouse scripts with mel script, I was just looking for something similar with maxsxript. A menu or toolbar script would be fine. The UE4 Viewport was just an example.
Well i know its been a while. Hope u all are still interested. Been blocking the level out and Uving. Just about done with all of the modular pieces. Soon all will be needed is materials. So tell me what u all think so far comments welcome
Here's blockout shots in engine. Blockout finished, moving on to breaking it up into modular chunks. The arc hemisphere was quite complicated to assemble, but I ended up with clean snapping modules. I assembled this arch in modo using some vertex snapping and angle rotations and exported them as instances in fbx file.
I love atmospheric scenes, this is coming together beautifully. Maybe when you have time, if you could lay out your props for the scene and some texture samples? I'm curious as to how modular this scene is, let alone see the props individually (like tristram tunnels thread) :poly142:
I think your right, you should of done this modular, yet it'd be a pain in the ass to restart when your pretty much ready to move onto the next phase....I'd suggest adding more to the model and going this route. Turn model into 3-d cut out.....Good luck.
It seems pretty self-explanatory. What steps would you like clarified? We have some tutes here about sculpting enviro textures. Might give you some workflow ideas. http://wiki.polycount.com/EnvironmentSculpting More here, about planning modular environments. http://wiki.polycount.com/CategoryEnvironmentModularity
Finished building the modular pieces (except the floor) and assembled it in engine. I had a few lightmap errors but I think I managed to mostly fix them. (lighting is extremely WIP and will definitely be changed, mostly just for testing purposes atm) without the props: Next job is to start on the brick substance.