Late on the asphalt but still going I tend to make things complicated... Asphalt breaker node. Not done with the texture it self. The texture starts with basic asphalt than I use this breaker than ill add pebbles, small debris, and a street paint line node. Separating in substance nodes chunks to make it more modular.
I guess you export the cgfs out of the editor as obj? If so, you dont get the object pivot - its a major pain in the ass and hopefully get changed in the future. Our pivots are mostly in the middle of the object. And you are right, we dont have so much modular stuff - in C3 its alot of unique pieces.
Thank you. Water is a fun subject to work with isn't it? The ease of modular pieces has made this project a lot of fun so far. I usually dive right in and things become a big mess but this time my planning has paid off. Until tommorow. Should be interesting trying to use Z-Brush properly.
Sky-Lines fixed, added a pair of guard towers, to emphasize that the point of view is from inside the quarantined zone. Added some more litter, cans/paper/bottles. Added trim to the foreground building's roof, added roof details, antenna/vent. Tweaked lighting. Worked on some better vertex painting for the modular walls…
I didn't manage to extract art assets from the 2nd expansion pack. The importer broke. Most the assets didn't change much over the years. The engine was very modular and things just get turned on and off with each expansion pack. I'll let you know if I manage to get a new IG vehicle extracted.
Picked up modular building this morning, was a great little (mostly) self-contained walk-thru of the process. I'm in the middle of trying to reduce draw call counts in Unity3d on a game project and while I understood the concept, it's nice to see someone actually do it (definitely simplifies the thinking involved.) Also,…
I love the "Iron Helix Refinery Control Center" (boy that's a mouthful, hehe). All of your stuff could use a ton of optimization. It looks like the meshes you'd apply a turbosmooth modifier to. Some of the most obvious places are the planar parts of the bridge, the ramp and supports for the roofs on the modular bay, and…
Don't be afraid to reuse what you can. It's called modular construction, and it's a good thing. You can break things up later with textures, decals, lighting, and a few well placed unique/semi-unique props. I suggest adding doorway or window. Not to mention things in the real world are all mass manufactured duplicates…
I'm probably going to have to make it one piece if the problem isn't fixed. The only reason why I did it is because our professor is always stressing the fact that we need to make as many modular pieces as we can. But I would like to fix it just so I can avoid this problem later on.
Show what your planned result should be, image references of other projects. Also show your current progress. We can't help without seeing something. This thread might give you some ideas about how to modularize it, depending on what your goal is. https://polycount.com/discussion/91066/pirate-castle-udk/p1