Seems a little wide open for a horror set, I really like the grate/pipes on the bottom though. Maybe put a solid beam crossing the grate once per modular piece.
I would hand model a few and make it a modular set, a scene made up of entirely unique trees would be terribly annoying to make without something like scan data.
Quick block-out of the scene. Lots of modular pieces so shouldn't be too bad to model. Cut a whole in the back wall to add in some light and added in a few more models.
Sweet work man! Love the smart use of modularity. Its a very original environment, and the editing presentation really helps sell how much work and polish you put into it. Congrats.
Awesome stuff! Glad you found the video from the creator of Tales of Nalstone useful. I should also start looking into more modularity, as it seems to be the go-to-thing now-a-days.
what exactly do you feel does not exist in Max 2018? i have been able to do everything discussed in this thread. there are extensive examples of modular work within Max.
@FogGobbler Thanks! I started and ended with modular setup :D I tried every way and ended up using Dbuffer decals. If you need metal translucent is the way to go.
I think this thread might help you. https://forums.unrealengine.com/showthread.php?46269-Modular-Asset-Lighting-Problem There are so many discussions about this so googling with help you a lot there.
polys are very cheap now a days, do a simple blockout and sculpt the details in the normal map. and use bumpoffset aswell ;) like 100 polys for a modular wall asses is nothing really.
Really Cool Block out, I love the modularity of it all. The only thing I might want to see is more reference, it would point you in the direction artistically you're going in.