Some bits I modeled when I was first getting started with game design and had a severe lack of understanding with how large my scope was; project has long since been abandoned, but models remain somewhere. The what was supposed to be a smithy is made up of several different parts so I could modularly assemble buildings.…
@Maddog4america they look something like this and you cut out your uvs and lay them out over top of the textures: [image source: http://www.thiagoklafke.com/modularenvironments.html] In a way its like working backwards from the traditional high/low poly baking method, where you have your texture first and then fit your uvs…
We have a bunch of resources on the wiki about making landscapes, including forests. http://wiki.polycount.com/wiki/Foliage http://wiki.polycount.com/wiki/Landscape http://wiki.polycount.com/wiki/Environment_Modeling http://wiki.polycount.com/wiki/Modular_environments
http://wiki.polycount.com/wiki/EnvironmentSculpting#Rock_and_Stone http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending Also check out http://wiki.polycount.com/wiki/Landscape http://wiki.polycount.com/wiki/Modular_environments
Not sure if you have seen this: http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html Parts of it may of assistance to you. I'll definately be having a crack at this one later...
I haven't personally heard about textures losing their res due to lack of polygons, but there is the case where extra geometry can help with mipmap res. http://wiki.polycount.com/ModularMountAndBlade?action=AttachFile&do=view&target=Modular_MountBladeMod_02.jpg has an example
I would agree, looks nice, probably could've used better use of texture space and used his textures modularly, but for a week project, very nice, would be interesting to see what he could do in a month. NOW TELL HIM TO GET OFF FACEBOOK CAUSE THIS IS WHERE HE NEEDS TO BE!
Mark, thank you so much for your detailed response and the links you provided, I really appreciate that, and it has helped me understand things better and plan my model in a lot more detail. I hope you don't mind me asking a few noobish questions in regards to what you said. I have read over the links you have shown me and…
Moved your thread from GD to TT. Best place to start is the engine docs https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/index.html Also we have good resources here on our wiki http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/Foliage…