Yeah, no lightmap seams wth modular. I don't think it supports baked ao atm but the lighting is sufficient enough to get photorealistic results. Give it a try, Obscura. I will post something soon :- )
Making a (clearly nowhere near done) thing - basically scrapped the old version of this (lots of large meshes) for something more modular. But I definitely wanted to make a building w/ both exterior and interior
By procedural I hope they mean modular, the maps of Xcom are very well designed and can be pretty tricky to take full advantage of. Too much random generation and not enough design would be a bad thing.
I don't know on what style your planing to texture it but if it's handpaint, tillable for the roof, the white concrete wall and the wood. Modular for the beam ( you turn them around to show different side of the beam.
Block out well and use modular pieces, dont pull to many all nighters the first week to save energy for the final push. Its also not to late to fill out a Best Buy application!
More tree sculpt updates. I'm still working on tertiary details and trying to make the scale work with the character. Also trying to fix the "wormy" feel of the roots. Will sculpt leaf and modular branches next
Yeah, an image would help a lot. Usually you would UV the individual pieces, before combining them into the ship. Modular building methods are a good way to proceed: http://wiki.polycount.com/wiki/Modular_environments
very nice. i had always liked that concept. well executed. i wonder would you be able to show us a breakdown of the modularity of the scene. the individual assets/textures un-arranged (is that a word?)
Looking great! One crit though is for the the paving stones... the alpha mapped look is very noticeable. You could have 2 or 3 modular pieces made out of actual modeled stones instead.
Thanks Sage, here's the wireframe and the reference. It's an old Pump Station in England, built in the mid 1800s. I'm trying to go about this using a modular system, here are the pieces that will make up most of the building.