nice start on those materials. However I think the modular approach to the rocks won't pan out as well. There's just a bit too much "blockyness" right now. Check some of the stuff posted for rage recently. Try modeling out the majority of the rock faces by hand and using the modular rocks to fill in spaces and add extra…
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…
Hey guys, I'm having an issue in UE4 with my modular wall tiles (static meshes). The shadows on seem to be acting weird on them whenever there is no direct light on them. I've had this problem in the past and I always got around it by just using BSP instead but this time I'm using a modular texture for my walls, floors,…
I'm working on a portfolio piece in between school work. I decided to make a playground and this is what I have so far. I'm struggling a lot more than I thought I would with the placement of each play item. This is an initial assembly inside max before I go to UE4. I'm following the general outline of Clinton Crumpler's…
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…