what exactly do you feel does not exist in Max 2018? i have been able to do everything discussed in this thread. there are extensive examples of modular work within Max.
@FogGobbler Thanks! I started and ended with modular setup :D I tried every way and ended up using Dbuffer decals. If you need metal translucent is the way to go.
I think this thread might help you. https://forums.unrealengine.com/showthread.php?46269-Modular-Asset-Lighting-Problem There are so many discussions about this so googling with help you a lot there.
polys are very cheap now a days, do a simple blockout and sculpt the details in the normal map. and use bumpoffset aswell ;) like 100 polys for a modular wall asses is nothing really.
Really Cool Block out, I love the modularity of it all. The only thing I might want to see is more reference, it would point you in the direction artistically you're going in.
Decals and vertex painting aren't going to give great results either. You should step back and look into modular asset creation and how that works. That's how modern games are built.
looks amazing, all the assets are very well done. thanks for posting breakdowns. I love seeing how modular things are like your roof set etc. great work
I think you should take a look at this thread: Modular design within games. You also should have posted this in either Technical Talk or Pimping and Previews not General Discussion...
Good morning everyone! I added more closeup screenshots and created a second building modular assets. I created some particles for the moody colors. Enjoy! CyberNeon Update #002!
Very inspirational post, thank you. I'm always try to get some enviroment done and always struggle on the projects scale. :( Seems I have to learn more modular workflows. ;)