Modularity is your friend. Creates less work. The "look as one" problem stems from your tileable textures. Having elements that create solid lines across while repeating will help continue where your texture space is repeating. http://www.thiagoklafke.com/modularenvironments.html Great tutorial showing you how to mix…
I'd say to avoid it like the plague. Some people do it to cut corners, especially on modular characters with different outfits, but it creates a mountain of problems. It's wildly inefficient and rough on performance, and skin will inevitably clip through the clothing during some animations. Even with modular characters,…
Thank you,i think the exaggerations will be more evident once i build the actual modular pieces. I think tonight i am going to sit dow,give it a good look and try to figure out how much of this will be modular. @kaburan Indeed! That along with materials as well,getting the wet look is important equally in the scene,that is…
Another update: Created Modular Pipe Pieces for the walls. I also created some decals on the floor to break up the tiling and add dirt along walls, posts, etc. Also worked on the Maintenance pad as well as tileable grates, wiring, lights and lighting. Still chugging along, tackling the modular stairwells next. (hoping to…
the per poly collision works but this is part of a modular tunnel system and when the player collides with the sides of the tunnel game play gets jittery and I think this is a draw back with per poly collision as it's not present with the UCX collision. I have had zero issues with straight modular segments but now there is…
Your work looks good, but your modular building environment seems like it is taken from 3D Motive's dvd on modular building. It's nearly identical. I do not see any credit given to them for this. I would suggest you credit them for it, or the idea at least. It is your best piece though. For some reason it stands out way…
Texture atlasing is usually performed on the code side of things. Meshes/textures usually get batched on export or at runtime. There are things artists tend to do that is similar to atlasing, when it comes to building modular assets. The artist could map multiple modular assets to the same texture sheet, saving draw calls…
I took a look at the trailer of The Cave, and I noticed this: The three blocks are very similar, but not exactly the same. It looks as though they placed a lot of modular blocks in place, with a slight offset along the depth/z-axis, and then sliced the blocks at a certain distance. Whether this slicing is done through…
[vv]56887413[/vv] Maya character rigging for games, scripting, Unreal Engine. http://td-matt.blogspot.co.uk/ Tips to improve your animation workflow and pipeline http://morganloomis.com/resources/rigging/ Modular creature Rigging Systems http://creaturerigs.com/modular-rigging-system/#.Ui4mfcasiVZ FACS - Facial Action…
Modular pieces I designed and planned for the vehicles I was involved in the early prototype, planning, and some art of the D.U.P. structures. The towers you see in the game are built with modular pieces that artists can use like lego blocks to build a complicated network of connected towers and platforms Some additional…