I was wondering if it's supposed to be unique. Not that you hack away at it forgetting that you should be using tiling textures/modular approach mostly? If I was to make a game of that scale where you'd see many buildings with different destruction stages it'd definitly make sense to keep it super modular.
Excellent work man, im sure you'll find something super quick. Like EQ, i'm really interested in the volume based modular architecture un unreal. Is this something that needed a lot of tech work in-house to support? or is it more of just how you organized the modularity? thanks
what happens when you dont lightmap it? looks like lightmap uvs to me. Also, as far as if this should be modular goes- do you plan to reuse those pieces on other buildings? If so, then make the parts you want to reuse modular. Otherwise just model normally.
No problem, depending on how much you dislike clutter, you may want to swap out that PSU for a semi-modular/modular one so you don't have a ton of un-unused cables in the case. Something like this.. http://pcpartpicker.com/part/evga-power-supply-120pg0650gr
Looks good so far :) I don't know if you know this, but Skyrim used modular level design. I don't know if you're planning to do that, but it might be worth taking a look at this: http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html
Looks great! Nice job with the use of the modular assets. I wouldn't have realized they were modular if you hadn't point it out. Quite convincing and plenty of variety. Is the bar sign supposed to be like a neon sign? You may consider adding more of a glow or something like that to signal that...
Is there any chance you'll be porting some of your guns over to Arma3? I think your guns will definitely shine in that engine, and with weapons being modular, would be great for your weapons as well. (optics, for grips, torches are all seperate elements to the main weapons, and are attached in a modular fashion in game)
for anyone whos starting out, i would recommend: composition & lighting Usings a couple tiling textures and trim textures to do 90% of your environment prop creation (high-low poly) Modular environment creation (although 3/4 games ive worked on havent been modular)
This is for an assignment on my University course, 3D Games Art. (Thread taken from my own post on our Uni forum). For this brief, I am creating a cave interior with my hero asset being an ancient building ruin inspired by Cambodian temples such as Angkor Wat and Ta Prohm. I created some greybox models in Maya first to…
Hey I was wondering if anyone knew if the 3dmotive tutorials were any good. I was planning on getting these tutorials. 1.Sci-fi Modular Floor Workflow 2. Modular Building Workflow 3.Advanced Mesh Paint with UDK 4. Creating Terrain with UDK I trust the opinions and feedback from the people at Polycount and thanks for the…