Some more wip shots.Some archers in a Ryan's archer tower. They are pretty small on screen but they seem to read well. Also an update on how Ryan's modular houses are looking. They look pretty cool when you smash them, some nice destruction and particle effects. The game itself is still very early but it's pretty funny to…
Yeah I agree with his paint over On a slightly random note On your portfolio you have this on your UE4 thing "I made this scene using all modular parts and 4 texture maps in total. I cannot show breakdowns but I can show screens due to my NDA" But UE4 is out now release breakdowns! Sorry for random post
I think I actually found the plastic chairs hardest to model as the arms/legs/back are pretty much one smooth curving bit of plastic! The roofs are part modular, part unique pieces; I struggled quite a lot at first at getting them to snap together modularly. Hope this image suffices, the pieces are relatively high poly,…
yeah i don't think you'll get very far without uv and textures. That's the all point to make modular stuff. You model and unwrap just one pattern, then duplicate it. But i agree now, the lazy way, would be to make a generic concrete texture(s) and apply a box projection to your uv's (+ fixing the size). This is not too…
sorry but i'm not quite getting what you're trying to achieve here, could you clarify a bit more? At any rate though, boolean's are going to be disastrous 99% of the time. If you already have the window modeled, why not just extrude the wall around it, and make it a modular piece. this way you will have a perfect duplicate…
We didn't really have time to throw unique pieces into the mix, we kept everything pretty modular, me and Luis(Rafael Perez) ended up pulling most of the work because our other teammate didn't do much haha. Thanks for the critique, will definitely build up on this. Oh one last thing, what do you mean by noisy textures?…
This looks awesome, you'll get my money. Looks like it would be fun to build custom tile-sets for this, even if you don't seem to be going with procedural generation, I'd imagine you're doing things in a very modular fashion. Level editor plus tools to import custom assets would be great, I'd love to make my own dungeon in…
what is your game? a ds game? a low budget 360 game? or a AAA title? in the coming years most AAA title's Props and modular pieces will most likely be done from a high poly just like in film, with some procedurals for things like organic environments. you will model just the same, except you will need to bake down to low…
It's one huge texture for this one. In a game it would have been better to use a modular approach to this (and you could have used one huge texture there to. Since this is a single piece and a show piece i don't really care. I've reused some of the texture but i wanted as much as possible to be unique. I'll post my flats…
I got my answer on the UE4 AnswerHub, the trick was to lower Static Lighting Level Scale in World Settings/Lightmass Settings. The guy who helped me also posted two interesting links about creating UVs properly for such modular assets, and about tweaking Lightmass further. Here's the link to the…