Worked on the modular cieling asset and made the hall a fair amount wider. substance designer iray render: just started to get it Into UE4, needs better positioning and some possible material tweaks.
Alright will need to optimize all the bsp and meshes lightmaps then :) Ye this venting thingy with pipes and cables is a single modular piece. Any idea how I can get rid of this nasty seam ?
imo there's no "right"answer, it depends of the degree of modularity you want, and how it will tile/blend with other elements, how large is the environnement... I'd go with 2 materials though, which is more flexible.
This is awesome ! Might I ask you how you guyz handeled the foliage ? Especially the ones on the ship side. Are they modular ? Could use some advice on creating that kind of foliage my environment :)
Another modular piece out of the way! Really loving the way metal can look in this engine. I am finding the "roughness map" to be much more appealing than the old "spec maps"
Just picked up the zBrush intro, modular workflow, industrial door and fantasy shield! Thinking about pulling the trigger on the intro to Maya and high-poly modelling in Maya... they look pretty decent!
Made a brick texture and finished the modular roof :) at this point im going to start importing the models and materials into ut3, i just need to find a way so it does not compress the textures :S
Hi everyone! Started a bit late with the "Path of Wisdom" environment, hopefully I can bring it to completion in time. Here's my initial modular blockout and a lighting test, done in Blender. Not gonna lie, I had a hard time figuring out some of the architectural details. It took me a few tries to finally settle on some…
Extra modular propping tonight in the form of pipes and wires. Same randomisation setup with 3 variants of each. The pop of colour helps and the wires help make it feel a bit more connected/grounded.
Google - Unreal engine modular meshes lightmap seam. This issue came up here hundreds of times and the answer is always the same so I'm not going into details. Please check it out for yourself.