That looks amazing, I'm always mesmerized by good modular environments and textures :p Might I ask how you did the roof tiles? I'm trying to visualize your UVs on your roof texture and I can't see how you managed to get such a good result that isn't too stretched.
I used this technique all the time when I want to have environments made of tiling textures but have unique normal maps and seamless detail normals. Saves a lot of memory, easy to author and looks awesome. Got the Idea after seeing snefer's modular exercise post. UVs can be fun.
I wanted to make some modular enviroment that was large, have heavy use of modules and was made with a master material. Still adding models and editing textures. I have taken inspiration from Rage, fallout and Tor fricks Scifi Slum http://polycount.com/discussion/84867/scifi-slum-in-udk#latest
Here's a working version of that interior mapping article http://udn.epicgames.com/Three/DevelopmentKitGemsInteriorMapping.html Awesome stuff Simon. In regards to the AC3 windows, I remember Epic talking about doing stuff like using the camera vector and sliding various textures (example shop store front) in a powerpoint.…
Awesome work man :) ! Love the modular textures you've got going on, looks pretty cool for a prototype. You should post a video if you can ;) ! You can use software like Fraps to film and AviRecomp or something to compress it to whatever size (and resolution) you want. Good work so far!
Thanks for the comments mate. I'm still getting used to controling specular and figuring out what looks right with it so I'll reduce it a bit. Here's the finished texture on the middle building (I'm going to make some modular roofing sections in the near future so they wont all have this crappy paneling.:
Asus GeForce GTX 580 DirectCU II 1536MB GDDR5 running on Zalman ZM850-HP Plus Heatpipe Cooled 850W Modular Power Supply on a C2D rig very shiny.. was gonna go for a full upgrade but sandy bridge monkey business put a stop to that about 3 weeks ago.. arse..
Yeah you are right. I just meant that all these .tiff ->dds , i_caf -> caf , .cry . skin. chr. things only to get a single model in engine are built around the idea of using own formats to reduce size and creating modularity to increase performance and options. But is this fact being told to you ? Nope :)
I'd just make modular rocks, ridges, stone formations, stalagmites, couple that with custom shape geometry with tiling texture/normal and assemble it in engine. Sculpting or generating whole thing might work but I doubt texture resolution will hold up when player starts walking inside and checking out stuff.
Tripwire Interactive is looking for highly talented and dedicated individuals to join the Tripwire Interactive family. Developer of the critically acclaimed Red Orchestra and the recent hit Killing Floor, Tripwire has a history of developing some of the most popular PC multiplayer games in the world. Poised to surpass this…