Shiraz is right on, the grid is your friend, the grid is god, the grid is all knowing.... You get the idea. Without the grid, making anything modular is going to be damn near impossible to keep clean.
Your UWV is anything but modular. Have a look at the articles listed on the Polycount wiki and see how they handle textures. They generally use a single, tiling brick texture, and they instance windows and details and such- like this:
wounder if anyone knows of a good approach to build something like this ceiling was organically trying to use curves and loft, but i really don't know how to work in the spots for the windows into the main arch. thinking i could worry about the main arch of the ceiling first, than cut a hole where the windows are and…
that couldn't be achieved by 4 quads? Ah I see he made some broken grate. So as a modular piece, that broken grate repeating make sense? Just wondering. I'd use a decal or something.
Working on these for the background of a game we're developing, (2.5 D Platformer). Six panels in all, made to stack and mix and match. Basically a rectangle with DIFF/SPEC/NORM. Here are two. Critique welcome!
So I've been looking into creating assets for this sandbox GTA type setting where I need a lot of variants of such but I'm having trouble working out a method where I can have curved tiles and such without any of this distortion, any help on a certain method would be great. Current Effect Desired Effect - Smooth Curves…
Hey guys, so after seeing all of the incredible sci-fi art recently, I decided to spend an hour during work making something half decent resembling sci-fi. Here's my attempt: Roughly under an hours worth of work. Going to be starting up a big project soon, so critique away. (yes, I know the type-text is terrible!) Thanks!…