Buildings are typically modular, so it's best to break down a building into it's simpliest parts, UV and texture those parts, and then duplicate those parts into a build. http://forums.cgsociety.org/showthread.php?f=39&t=444791&page=7&pp=15#post4855106 http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html…
Here's an update on the hanger bay. Finished the highpoly on the modular walls, also decided to add some fans, they wont be everywhere but they'll be there to break up the red supports. textured the modular wall and did a quick lighting test, im putting everything in UDK as i make it....so i'll post up a screenshot of that…
Hi everyone, the gun I chose to work on is also in the Remington Modular family; the Modular Sniper Rifle: And the blocking phase so far: Right now I am not so worried about the attachments, I think I will go with some different ones that aren't in my references. I will do a bipod, scope, perhaps some scope add ons, and…
Hey guys I was looking at the skyscrapers in bionic Commando and had a really hard time seeing how they made them if anyone could enlighten me it would be much appreciated heres a screen of there buildings: http://www.bioniccommando.com/img/site/screenshots/gs_17_l.jpg anyways i stared work on my skyscraper but instead of…
Are you tiling textures? If not that's what you'll want to do; to be more exact modular pieces + likely trimsheets and maybe vertex blending to add variety, if not decals. You can start by reading the polycount wiki and the checking resources listed, then search those terms to learn more. Modular Environments Texture Atlas…
Making it one big mesh works too and has its own advantages but it won't be reusable easily as with a modular approach. Also with very big assets you may have to switch to dynamic lighting in Unreal because your light maps are either going to be very heavy or very low res and your shadows will look bad. If you're making…
hmm ok, you think it would be better to create props/scenes with modular pieces and atlastextures (with shared uv-space)? Good that i'm currently working on a sci-fi scene with texture sharing & modular pieces. No, not everything is Zbrushed.. but pretty much. The reason for that is, that i started learning ZBrush about…
You have some nice stuff. I agree with sipher3325, good layout, but some wires would be nice. I also think you need more breakdowns of the scenes. I think if you were to keep the modular building, show some of the modular assets by themselves, including their tris count. Delirium is definitely your best one so far. Such a…
@Eric Chadwick, tnx for links, useful stuff! We are trying to implement such modular approach. For now, I have created base meshes with standard connecting 'beginning/end' that we plan to use as 'building blocks' for our cave system. (credits to 'Luos' for some parts:…
thats cool, Id like a sort of "fit all selected to lightmap" option. Like heres my level in unity now lets fit all these modular wall bits on a 1024 and these modular floor bits on a 1024. And it auto rotates and scales uvs etc like 3dcoat to pack in more if you want it, that would be cool too. Personally I was really…