So which approach would you say is better? Building my level with BSP (walls, floors, ceiling) and adding static meshes as decorative props or making walls and ceilings into modular meshes?
[ame=" https://www.youtube.com/watch?v=Gxdjc2a7Toc"]UDK Modular Tutorial by FahadKM - YouTube[/ame] hope this gives you an idea. Check Stefan Morell too on Crysis buildings at EPIC forums.
Some modular pieces for the environment. If i have a little bit more time i put all things together. I try to build my scene in cryengine. See you soon.
Excellent help guys, that article is very helpful. The Shadowrun returns editor is very good aswell. It isn't exactly the style I'm going for, but their modular approach to isometric level building is very insightful. :)
im trying to figure out the best way to make a height map (not for terrain) its for a modular building, i already have a diffuse texture map thank you!!!!!!!!!
Making a (clearly nowhere near done) thing - basically scrapped the old version of this (lots of large meshes) for something more modular. But I definitely wanted to make a building w/ both exterior and interior
Yeah, an image would help a lot. Usually you would UV the individual pieces, before combining them into the ship. Modular building methods are a good way to proceed: http://wiki.polycount.com/wiki/Modular_environments
Some progress before I go and start doing modular models and vertex paint textures Edit: time to implement some stuff that actually makes it look like a mine and not some usual building
With UDK, I find it best to use solid meshes (no open edges) when building a modular environment. There is a material option in UDK to make a mesh double sided, but I do not know if that effects lightmaps.
This scene is incredible man! Did you build this in a modular fashion by chance any chance you could break down your workflow for something of this size also maybe show some texture flats?