Woah thanks! I see a lot of information on modular environment art there. Do you think I should try and make my walls this way? But how do I paint unigue damage on them then?..
Hey everyone! So I am starting this new environment based on Krishna Bai Temple in Mahabaleshwar in India. I think it's a good reference to understand the modular workflow, use of deals etc. I started with basic block out of the scene. Everything is pretty much modular like pillars, archs on top of pillars, the walls. The…
For large surface areas you either want to tile your texture or create it in modular pieces. Or you can mix and match and use decals or material blends for variation. You can create a 1 or 2k map and use it either as a straight tile on a single large piece of geo, or on your modular sections directly. If you create…
After taking stuff from UDK and 3dsMax back and forward I have learned a couple of things! Apparent for most of you guys, doing modular pieces with multiples of 16, exporting 1:1 in inches and making the environment more modular than ever. It has made me scratch my head more than a couple of times. My first modular…
Hey guys! I'm a university student and currently onto the second week of development for my final major project, I'm hoping to use this thread to gather feedback and improve my art and create a successful portfolio piece. All critque is welcome! No matter how harsh :) So I'd like to start with the general idea of the…
I'm sourcing some more in-depth information on creating cities, such as GTA V or Watch Dogs legion. Especially when it comes to the city base. Landscape and roads with or without height variation. I understand that spiderman used a flat surface so they could easily randomize city elements throughout the world using…
(wall of text incoming) Hi guys i thought it would be a good idea to post this up here and get a few extra crits and tips as i'm chugging along. i'm gonna try and be as in depth with this as i can in the hopes that it will help myself and y'all, but i'm by no means an industry pro so please be harsh as i would really would…
I think that a misconception has spread on the "modularity" of environments. All the speaking of grid and snapping has got people thinkg that every module should be a square or of similar shape to move on the XYZ axes and be done with it like it was some sort of board game. And even more people think that this has to be…
You could create 5 different textures for the same building blocks but if you only changed the texture of near identical looking buildings it's gonna be noticeable. The bottom line is you want a set of modular pieces which can be combined in a variety of ways to produce noticeably different buildings and structures. On top…