Calling it done for now. Screens and stuff here: https://www.artstation.com/artwork/Jgn4a I'll add a render of all my modular pieces when I'm less tired...
Bethesda did the same with their weaponry, so I figured I might as well. It keeps pieces more modular, particularly for attachments that can be shared between multiple weapons.
EQ, modular is on my list of things to dig deeper into. What is a good render software. I will use udk for bigger scenes but for smaller assets, what is the best route?
Most engines have a grid snap function though which eliminates the need for "lips". Look into other modular projects around on polycount to gain a understanding of how to plan it.
Holy shit man, AWESOME. Excellent inspiration for what i'm gonna be making soon. Would you be so kind as to share wires/ images of individual modular pieces?
Update: I've created a couple modular pieces to get rolling: and snapped them together I'll need some variations of the wall and a door module, and likely a few others.
Modular environment study in Unity Still stretched UV on an arch. Broken shadows. Chamfers almost everywhere. Wall texture in Substance Designer. All pieces. Reference study.
Changed my trees to blueprints for future modularity purposes and to simplify lighting. Foliage is still rough. Debating creating a blueprint or emitter to populate the clouds and make them move.
I'm in, I need the practice! I hope we do modular environments and high poly sub-division modeling or sculpting of props as well as interior and exterior environments.