Wassssup I started a little project to do after work, since I'm working on so much realism stuff. I'm making a little modular house kit that can be used to make a large variety of buildings. Inspired by OJs blog post about a similar idea. I'm still in the early stages of texturing so critiques and comments would be…
***NEW UPDATE*** Sup everyone Since last time I've been working on some modular assets and some materials. I also started working on the layout of the scene. Here I have made a small amount of assets that can make up some buildings. I've created a few wall pieces as well as a door and some wall details. Top are the pieces…
The house I am building here is a modular house which is make up from a number of smaller wall pieces. There is not any one particular concept art or reference that this medieval house is based off of. I just look at a bunch of different photos from google:"medieval house","medieval house roof" and start make up a roof to…
i think im actually gonna go with as many zbrushed tileable textures as i can on this (i think there's like 4 that i could do). i want to use this project as an experiment for building a modular set off of preset textures. i think thatd be pretty fun. Zip: how are you going to display yours? marmo, udk, cdk...
For example: - long straight piece - short straight piece - L-shape piece - S-shape piece - corner-piece - power box connection piece etc So you can model/texture a few modular pieces and then build them all in-engine. Doing what you have right now isn't wrong. I'm just suggesting another approach.
Yeah I've never had much trouble snapping in Unity tbh. Vertex snapping is super great, and if you are building stuff correctly grid snapping is fine. Have you tested your modular bits in ue4 as well? Maybe there is something off about your pieces? Also, you don't "need" ProGrids, but it is still awesome and definitely a…
Nice... it's always a good thing to build meshes based on modular level design. I remember someone at epic said they have been doing their levels like that since ut2k3, and they also said it's probably the best and most efficient way to do it. I have level design this quarter so hopefully i can throw some cool stuff out…
Hey all! Starting on my LAST EVER project for school! Going to be creating a stylized Warhammer 40k junkyard with a hero piece in the center and lots of modular buildings around. Going for a more stylized painterly Disco Elysium meets Crash Bandicoot 4 aesthetic. I want to use lots of brushstrokes but still keep the scene…
Hello, i´ve done a low-ploy character to get it in a 3d-engine for mobile devices like iphone or android ones. This character has aprx. 800 tris. 512k color map. Thats ist. Now i want to build up the enviroment. What i read is, that for an iphone 3g i can have totaly 7000tris simultanly on the screen, right? My idea is to…
Hey! I'm a game-art student currently working on a enviroment-scene, inspired by Dark Souls 3 and The Witcher 3 for school and I'd love to share my process and maybe get some feedback. The goal is to create a smaller set of modular pieces and build the scene in Unreal Engine 4. I wanted a feeling of something old that's…