You can overlap the edge pieces in UV space, like how Kio Works shows in this post. Another example of this method can be found here. http://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1 And even more examples are here. http://wiki.polycount.com/wiki/Modular_environments
I'm working from one of Blizzard's concepts for Mists of Pandaria to make modular buildings. Latest update: Old work: Concept: Blockout: Some WIP props to go along with it: WIP Textures: Current State in UDK: I'll post updates as I make progress. Crits and comments are greatly appreciated. :)
Doors Doors Doors! Started working on the modular pieces for the buildings. First, the doors! this are 2 examples (painted and particleboard) of the many doors I'm working on. (every door model gets a couple of texture variations to give it even more variation). I'll upload the whole collection of doors when I'm finished.
A build delayed; a plan reevaluated Update Dev Update #22 We also twitched streamed last night a full review of our build and discussed problematic zones. Take a listen here! These videos expire in about 30 days so watch them soon! Over the past 2 weeks we had quite a few technical issues crop over from animation to level…
There arent many tutorials for Environments. So heres the process I take. 1. First Block out the Level This doesnt need to look pretty.. usually just a grey mesh. I like to block out different "Zones". This way if you need to have multiple files.. its easier to break them out. Plus you can use different "themes" in each…
Some of my musings: This is a project I'm finishing up working on and close to completion just a simple building New York style using some modular portions to allow for more design options. Textures are combination of hand painted and photo reference that I took downtown. 10k tris limit leaves 3100 for more electrical…
Hello, For my current UDK project I'm building a level based on several images from a manga called BLAME!. While based on these images, several things have been added and several things still need to be added. Sadly, one of the biggest key-features of the style is something I am currently unable to reproduce easily. The…
For my grad-level Environmental Art for Games class we chose a piece of concept art to build from start to finish over the duration of the semester. I chose this lovely piece from Destiny. I chose it not necessarily to get a job at Bungie (though that would be neat), but because it contained all the forms that I want to…
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Yeah just having the two means you would have to have a crazy high texture resolution! Where if they were modular you could make 3 or four and build it using them. Just to add to ZFerguson's links PhillipK also has an epic tutorial! http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html