Hey Brandv3d! Good start on the scene. Definitely a good use of texture space. Some feedback: This feels like the 3d motive tutorial, Modular Building Worflow by Tyler Wanlass. https://www.3dmotive.com/f101001 It's definitely a great start, however I would try and make the ascetic your own. Make it more unique to the scene…
Thanks for responding. It is sort of like a small diorama with some big, small, and modular assets filling it. Considering what you say I think it doesn't really make sense to make everything from scratch, as my impression is that the test is more focused on building different kind of assets and composing them in a scene…
Cool idea, I was thinking about doing it in 3D when I watched it myself. I loved how the space stuff design was so oldschool, takes you back to 2001: A Space Odyssey. All the props and stuff look really doable,if I can give you on big hint, it would be to keep everything clean (watch out with the grunge you're mentioning)…
actually used reference from pics of cho-lon, Saigon which is pretty much saigons china district. I was conflicted about that with the shape of the buildings since they pieces, even the walls are modular and didn't want the wear to look repetitive, unless there's a way to do that. That's defintely what I plan to do when I…
Depends on what workflow suits you, which is gonna come from experience of doing full scenes. Personally I would create dummy versions of all the props to get your scene composition right, and also so you know exactly what models / textures you need. That will help you decide where you can share texture sheets, use…
Well no one knows the limit you're working with. What sort of polycount/texture usage you're aiming for. And perhaps a little more information about the piece would help as well. What platforms etc. Not a bad start at least. I'm guessing you are trying to make modular building blocks, plan out what sort of pieces you will…
i always drop in a player mesh while building my props and the scene in udk, and if working from concpets, i try and work of of items in the concept with knowen heights, such as a door or table. for games i tend to always go a bit bigger than real-life, than i put things 2 a nice power of 2 number if it is modular. also a…
Hey Remy. The scene looks pretty good so far. I'd definately suggest you take a look at chris's tutorial. If you were going to break this up and import it into a game engine the more modular the better. That way the engine will have an easier time culling out objects in pieces instead of a whole building. Also, one pet…
Mesh looks correct to me so far. Also i like the architecture of your building. Proportions look cool and silhouette is nice too. Seems like the ground floor will be complex according to what i can see on screengrabs from anime ;) As I see from your wires u will be using tileable textures and not modular approach. If you…
Hello, I'm creating a modular weapon build that features an optic with glass and I don't know how I should start. I've created a normal map that I'm satisfied with and am moving onto creating an occlusion map, but I don't know what I should do. I've created PBR textures before, but I've never made transparent materials and…