Block it all out in max using primitives or modular sections. When the scale is correct and the composition is good, then model each asset. It'll save time to see where you can reuse assets, use modular pieces and you might want to change a few things. your concept / moodboard / blockout here to get more feedback and…
hi guys i try to use modular but i fail :( , but that ok .. so i back to use just giant texture .. in next scene i'm gonna do modular environment :) to get it here with another building , no much to show ^^" .. and i need some crits about lighting :D and his resolution look suck , i think that from the fog .
Ouch! Why the performance hit, too many unique meshes? Actually, how well does UDK cope with such modularity? Not only your environment, but I see modular UDK environments everywhere that have tons of different pieces. I recon this must save a lot of memory but at a certain point it should start to increase fill rates like…
The floors (with wooden beams etc) are modular. So you have floors you can stack on each other if you want to, add how many windows you want, doors, stairs etc etc. And no it's not that performance-friendly, however you can always work around this by creating all the buildings in 3ds Max with the modular parts and then…
Bumparoo, gave this stuff another shot. This time I modeled the entire building before delving into textures. It's pretty modular atm, there's a couple of unique pieces and a few that are used more heavily. Yellow areas are going to be bricks, and where there are edges between modular pieces I'll also add some kind of…
During my job hunt I got the feedback that I should have more environment art in my portfolio, so I put this together quickly over the weekend. It served not only as a quick lil portfolio piece but also as a good practice for modular design and speed modeling. Everything was done with 19 modular pieces, using a single set…
Hello there! Im Daniel Olondriz, an Environment & Texture artist. This is my first post on Polycount, so I apologize in advance if I do something wrong. This post is to showcase my last work, a modular environment inspired by ancient greek houses. The point of this project was to show my ability with modular environments…
Hello, I've finished this modular ruins set for Unreal Engine 4. I mean, I consider it finished, but I know there's a lot of room for improvement :smile: The focus was on modularity of the props to allow the users to create different setups. I'm mostly posting it here (my first time, btw) to get some feedback and then use…
Hi, how is it possible to something as thing, usually when i have a large surface on a 2k map it looks like the resolution is so low after i scale the texture,. is there a rule when it comes to mapping large surfaces? also when using a modular workflow for parts in games how to avoid seems without placing a separate object…
For a large asset like this it's either tiling textures or modular pieces, or a mixture of both. Of course the windows/doors/etc can be unique. What I will say though is that if going modular then I advise using dynamic lighting. You don't have to worry about overheads for a scene like this and you can completely avoid the…