I'm working on a new game project and I thought I would share the player's weapon. It's a magical matchlock the player can upgrade in a modular fashion. Its suppose to resemble a really rough ink sketch and look 2D. Its about 3000 - 7000 tris depending on how many upgrades the player is using.
I am fairly early in the process of this project, I just finished the modular parts that make up the building and some vertex painting on the bricks. So I am looking for some feedback or any ideas that anyone might have! The idea for this project was to make a London pub that feels alive. I was inspired by the The Roebuck…
Some modular meshes I made over the past couple of days (pipes) Polycounts are around 1000 tris for each mesh, went for a mid-poly look since a lot of games nowadays seem to have more texture detail modeled into the details. Rendered in substance painter.
Reworked the pillar top and bottom some more, added a few splits and removed the blue color from the large tiles. Started to built a few more modular pieces using the trim sheet. However, I think I need another texture for the floor and ceiling as well as the walls.
You could pick up Unreal Engine and an inexpensive pack like this to do all your scene blockouts. It's all modular and will snap together like Lego, very minimal technical skill required https://www.unrealengine.com/marketplace/en-US/slug/blocking-starter-pack
Took me a while to find this thread. Apologies if there is a new thread. I started building a Eurorack modular synth (bye bye money) and this is my first little noodle. Totally random and me just twiddling knobs. Loads of fun! https://www.youtube.com/watch?v=07fQIE7zFPE
I hope you have done that house in a modular way if so could you post the building blocks? I also recommend disabling the view cube, i know its about personal preference but i think its a better workflow to work without it. :D
AH Dandi8 make your track pieces modular :P Have a look at the crappy road bits I made in my portfolio (nfollmer.com and look at the mod work). The straight piece and the curves all use the same textures. Most of the larger cracks and potholes are done with decals.
Thanks for the feedback guys! Not much work has been done on this recently due to a university deadline. I have reworked the proportions of the room slightly and have created the modular assets for the room as well as a template texture atlas. I will be working on the high-poly assets for the scene soon!
OK, vacation is over and it's back to work! Next up is going to be a modular environment with some nice architecture and some foliage. We toured the Biltmore Estate in Asheville last week and I love the Winter Garden there. So that's what I'm going to work on next. Mood board: