There were some changes made to the gizmos for TB4. Does this problem persist and can you tell me how to reproduce it? - Often times when I use the rotate tool it will roll in the reverse direction as expected. I cant describe exactly why but often i grab the wrong handlebar on the transform gizmo. I am most accustomed to…
I have had this similar problem, except I already found out about the lightmap snapped to a grid. My problem was that even though the same (modular) meshes snapped to each other won't show a seam, but modular mesh (A) + modular mesh (B) snapped together will still show a seam. I found the only way to prevent this was to…
Thanks Hiten, I created a chipped paint brush. Noticed just now there is a spot on the top left part of the closed door where it seems very splotchy. Here is the basis of my plan to have an awesome portfolio. Plan is to have this complete by October.31st. This is to have a well rounded portfolio by MIGS and DIG London.…
Working on creating modular building out of photogrammetry, definitely my biggest challenge yet, and it's only the beginning, making everything modular is going to be some hard work!
Hi everyone! I'm taking the UE4 Modular Environments course from CGMA and I wanted to document my progress since it's been a while since I've made a project of this scale. My environment will be a latin american colonial kitchen interior, with some of the outside corridor that the houses of that periodused to have. Though…
Texture atlas, or packed texture, same thing. The modeling style is called modular, ala the Mod Facade Challenge. More modularity info here: http://wiki.polycount.net/CategoryEnvironment
Looks awesome. Is there a chance we could get a glimpse at the modular texture? I really would like to learn more about the modular texture approach. Any tips on that?
I think this scene would benefit most from a modular approach. It's crazy-quick for texturing and modeling. There's an awesome tutorial here for you to check out.. Minotaur0 Modular y0!
Are you talking about modular designed environments for a game with an isometric view? Cause that's what the Sim's is. I'm wondering if by "tiles" you're talking about modular environment/level design.