| The Mythic Artemis Temple 3D Environment 💬 Step inside the Mythic Artemis Temple—every detail of this 3D environment is optimized for games and films. Thank you for your interest in our products! 🙂 We hope our assets will be helpful for your project. | Feature - 271 Unique High Quality Meshes- 598 Textures, High Quality…
Hey folks 👋 I wanted to share a new project I’m working on: a creepy old house environment for my indie horror card game Desecrated Deck (Steam link below if you’re curious 👀). I’ve been doing hard-surface modeling for many years (props, hardsurface, clean shapes — that kinda stuff). BUT… I’ve actually never fully finished…
I imported the walls in Unreal Engine and created some of the assets needed for the castle ruins using the modular pieces. I think they look fine, although the real-world ruins are better preserved than my rendition. Image 1 - Castle Ruin assets assembled with the modular wall assets I created also a material for the…
I am making a game that is an ode to zelda, here's a gif: I am currently in the early stages, trying to settle on a workflow that will allow me to smash out maps and environments while achieving certain goals. Those goals are: * Each map 'section' is a small, discrete area that is loaded as a separate level. The player…
Thank you, I am really glad you appreciated my work! :) In the early stages of the project, I began modeling my buildings as one single mesh, since I thought it would be less taxing on performance and less complicated in terms of collision creation. However, after few weeks I noticed that such approach is going to be very…
Thanks sprunghunt and Ace- I was giving example with this ship and I understand that Eve is different kind of game but I was just thinking for the areas like the glass how does it get done if the player can walk by it and it is not possible to be modular piece. here is the particular concept I am working off - done by Prez…
Ground is one mesh and the stairs are another mesh. They both use tileable texture though. For stairs, for such simple scene, making modular stairs i think would be just in my way + it would actually do be more bad then good, since i'd have to make 2 meshes at the very least (straight + corner). In some other case, i might…
Looking at the concept again, a lot of the scene can be made from larger modular chunks created in Max/Maya than you already have planned. If you excuse the quick and dirtiness of the paint-over, I've highlighted a much bigger modular piece that you could create. It includes one pillar, the floor, ceiling and sloped wall.…
An update on the project. This week i have created the modular housing set so far i have finished the shop and upper modular parts all i need to do now is finish the housing entrance and then i can create an entire street which will be good oh and fill in the windows and some closed signs. In between finishing off the…
I want to bump this thread again because I have been experimenting with my workflow and the workflow sprunghunt linked, and I'm still finding I'm writing into weird normal map inconsistencies. Not huge ones- the normal maps seem to work fine for anything that isn't going to be tiled. But there are inconsistencies I always…