I second Shepeiro with Unwrapping as you go, especially with modular assets. I like to use XRefs and update changes to a master scene file versus instancing. Everyone has their own workflow.
Thank you for the comment. I plan to use modularity as much as I can without making repeats too obvious. Just trying to save my time and efforts :) Here there are textures for the pier.
Is there a way to snap objects to one another, say if you were lining up some modular pieces? Also can I rotate objects by a certain angle, like 45 or 90 degrees?
Mostly they were not concerned much with modularity, and they had very high res texture targets and polycount goals. Much higher than I was used to. Also, here's a very high res screenie.
Here is my modular set for the walls. All (5) parts use the same texture. Sculpting was done in ZBrush and then some rendering inside of Marmoset 2, trying out some different lights.
I'd suggest you're going to get most return from a modular asset pack - such as a themed enviro set. It's more initial work but the more flexible the end product, the wider appeal it will have.
Worked on the modular cieling asset and made the hall a fair amount wider. substance designer iray render: just started to get it Into UE4, needs better positioning and some possible material tweaks.
Alright will need to optimize all the bsp and meshes lightmaps then :) Ye this venting thingy with pipes and cables is a single modular piece. Any idea how I can get rid of this nasty seam ?
imo there's no "right"answer, it depends of the degree of modularity you want, and how it will tile/blend with other elements, how large is the environnement... I'd go with 2 materials though, which is more flexible.