Hey everyone, Just out of curiosity how would you go about unwrapping a modular asset such as the Starcraft minerals? I know this seems simple, but I feel like there might be an easier way to do it than piece by piece. If not then oh well. I'm using Maya and Zbrush and I figure between the two there should be a simple way…
Hey guys, Please ruthlessly critique my Unreal 4 environment, titled Intruder. My goals were to 1) work in modern/sci-fi (i normally work in Fantasy) 2) learn Unreal 4 3) create an interior using a small modular set of pieces Go nuts, don't hold back. Thanks in advance!
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.
you actually dont have to use bones for this. if you've got 1 modular piece for a tree, there is a spline actor within UDK that will act the same way. Check out the trees that are wrapped around the architecture in the jungle temple level that comes with UDK, and you'll see exactly what im talking about.