Nice, looks pretty neat overall. The presentation of the individual modular pieces irks me a little bit though. The spec/lighting is making everything look really shiny and cheap. It all looks much better in UDK though. Maybe consider working on that...or even just getting footage of the pieces spinning in UDK so they…
im having this problem on my current project too and i cant progress until i fix it. because it does it to ALL modular instanced assets. fml. try this tutorial. it hasnt fixed our problem, but maybe you can better interpret it and understand the principal behind this practice.…
Baking turned out ok There's some problem on the edges and smoothing so I'm going to have to improve my modeling. Low poly at 6330 tris which should be ok for their game. With the base textures done going to move into detailing with ndo2 and making nicer textures. I have to model some modular enviro pieces this week so not…
Hey, guys, I'm pretty much wrapping up the HP. I am already working on my Low Poly, not too bad so far, lots of modular pieces and instances. Previous Progress: http://i.imgur.com/Ho8ftdf.jpg http://i.imgur.com/vXoX8uf.jpg http://i.imgur.com/V5v8ZFY.jpg Here are some renders: http://i.imgur.com/3adoUGa.jpg…
You should host your image somewhere, like imgur and display it directly using wiki which is an awesome bank of knowledge when it comes to this stuff. Start there, iterate and refine your work, and post back for some feedback. Here is a few places to try first; Mega resource for environment stuff Modular brick wall and…
I have to say that rocks are not easy to get looking right, especially ones of a modular nature. The difficulty is that the only real way to get what you want is trial, error and experimentation - as I'm sure you know by now :D It's really impressive to see how quickly you've developed your skills this far, and it won't be…
I actually like the white lighting. If you keep the white light, I'd try to incorporate some more color into the scene with props or decals. I like the first shot because of the blue windows, so maybe some colored decals displaying the floor numbers or something like that. I'd also like to see some prop/texture sheets too.…
Interiors in games are almost always made as separate scenes from the exteriors. This is so you can easily remove unseen detail. Similar thing with each room. The entire interior of a ship (or game level) is one scene. But each room is a separate set of meshes. And you use Occluders in Unity to hide what is not immediately…
Depends on your texturing method. You could tile a texture along the length, or you could break it in half to go all unique. Usually organic models are best as unique uv (all inside if 0-1 space) while mechanical models are usually best with tiling layout (trim sheets, see modular page on the wiki). Look for Millenia's…
Nice work so far, sci-fi is always a interest of mine. I want to build a sci-fi environment sometime perhaps after my current project. I havent played Mass Effect but it also reminds me of something out of Dead Space. You should have some big piece of machinery in the center as the focal point in this room. Are your panels…