whats the best way to do it? for metal stuff I get it, build modular assets with borders etc, but what about for instance a cliff face or dry stone wall? would you paint the displacement on a plane, render the normal map then fudge the tiling in photoshop with clone tool?
So i'm going to be making a realistic solider. My goal is to make it modular so i'll be making a base solider model (uniform and kevlar vest) and then adding different types of ammo packs and radios and what not to get multiple classes out of one solider base. Starting with an anatomy sculpt.
Hello everyone! Im in the progress of making a modular set of pieces for the unreal marketplace. I'll post some of my progress over here! Please any feedback is appreciated. You can check out my reference board over pinterest. Here's the first blockout:
I wanted to make a modular prop and try out Marmoset toolbag for the first time. I am still in the process of finishing the diffuse texture. No spec or normal maps have been created. I also have not adjusted the lighting yet. Critiques are always welcome and appreciated.
The project I am working on needs someone capable of creating modern day office buildings for a large city environment. The art style is realistic [Think Watch Dogs] and if possible make the office buildings modular. Prices are negotiable PM me for more info.
@Ashervisalis Thank you! It is a good ideea, but unfortunately the procedural system limits me to use only right angles, but I think I can make some specific modular pieces with some angle variations at the end and place them manually.
Little more work done with modular building models. I also created a blueprint that allows me to change a bunch of different paint colors and stuff like that to speed up things. I also started to work with interior areas too.
My working units are centimeters. Which i guess makes sense that would put my far clip at like 100m which is no good for the modular building set im working on. Haha. Good to know though and thanks again dude!
It will cost some tris, but as I said they're cheaper than textures. Here's a bit more info on modularity: http://wiki.polycount.com/CategoryEnvironmentModularity?highlight=%28%5CbCategoryEnvironment%5Cb%29 How to use trimming: from http://www.hourences.com/tutorials-texturing/