You would use the tileable textures to cover large areas that are impractical to texture by hand. You can use trim textures on details that repeat so you avoid having to do unique unwraps there. Say you have a large brick apartment building. The walls of the building will be a tiled brick texture. The windows would be a…
Looking good @AdrianZaplata and @alytlebird! Did you guys use modular segments? I went about using 2x4 segments on the walls, 2x2s for the floor and 4x4s for the roof. Examining the concept, that pool table is enormous. The largest regular size for a table IRL is 3.6 meters long, in the concept, it looks almost double…
hi guys a small update and some noob questions. I bought the Modular Building tutorial from 3D motive and it looks fairly simple, my question however is how will i texture this particular building/modular set? i havent found any good close ups on castles and such like on the tutorial. Please any help would be great. i have…
Ok, so with stuff gettin thrown into UDK it was time to start takin a closer look at how I was gonna break this environment down into modular assets. I know that modularity is powerful, and what with this bein a futuristic industrial world, it should be a straightforward environment to break down. I started off by looking…
I like what you have so far. Are you working from a concept? Right now, I think it's really bright. You have a lot of light sources and a really strong ambient light. Darken the overall light a little bit, so your blue and orange light sources really stand out. If you're going to add more light sources, I would definitely…
I actually built the room out of UDK's brushes (4 walls and a floor) and gave each wall a material (one for walls, one for floor). The ceiling (which you can barely see in the first pic) is a modular piece, however (third from the top left on the third pic). If I was doing it for an actual game, though, I would probably…
Current progress on the Hydroponics area. 3DS Max build of the Algae tank and gantries. The tank and gantries are made out of modular sections to make texturing easier, and quicker. I added a flair out on the railings to add a bit more interest to the silhouettes. Pipe parts on the Tanks are also modular to reduce time on…
Hey thanks. Your time estimate sounds about right, although it takes longer if you include R&D time. The robot environments on my site were made by a team of artists and designers, so it's not really the same in terms of time. Also that was an extremely modular system of rectangular environments, whereas your Monster Truck…
Hey! The textured wall looks great but maybe the plaster noise is a bit big though. And for your issue it's due to the baking of lights I think. You can try to tweak the parameters in the world settings tab like the level scale lighting (don't remember the proper name) and increase the indirect lighting quality. It could…
Like what I'm getting so far. I'm limited by the curvature of a bp sky sphere I edited and fit in the space of the exhibit halls Going to have to really fake a lot of scale and composition to make these look right. Did a quick paint over to show key issues, and plans to address them. The fronts of the exhibits are always…