Looking good for such a modular approach. The lighting hurts it and the UDK sky. The colors are very strong If you say one texture only, you should show it, and maybe write the resolution Rage also only used one texture for an environment, but that was a 32000x32000 or something like that, so by definition this means…
Ok guys here's my blockout last 2 weeks, and the progress so far. Really slow progress since this is my first ever environment, but I've learnt: vertex painting, UE4 material editor, modularity, tiling texture strips and re-using the same texture all over again. Still working on this.
New post is up, a little 'micro-tut'! http://jobyek.blogspot.ca/2015/09/micro-tut-wheels.html Talking about some techniques I've learned and used to create wheels using some modular techniques we usually use in environment art. tl;dr image if you don't want to read through :)
Indoor/outdoor/hybrid/linear/open-world/multi-storey/fpp/3rdpp/top-down/isometric/sidescroller? What have you got in mind? A simple 2d plan sketch is a good place to start. Planning the assets to a real-world scale/grid is very important if you intend to build a modular level.
HAWK12HT, okay i will have a look in the older threads! Would be nice to get a little bit more knowledge in this area. Obscura, yeah that is a good fix but as you say it limits the possible mesh-combinations in UE. My next project wont be nearly this modular. And i will be very careful with small tileable wall-parts!
@tharle thanks, i couldn't find that thread last night. I was able to make a basic decal to blend well with the brick. @Oniram My modular pieces are very low poly. so vertex painting wouldn't work until I added more geometry. But I do think that method is one of the best.
I feel like you need way more geometry, rivets, supports and other mechanical do-dads. (or maybe this highpoly is incomplete, in which case disregard) I would do this so the fence and pipe could be made modular, but I would also add flanges to the pipes so seams can be disguised.
Justin: thanks! Most of what I learned about aesthetics and modular building came from Polycount in the first place =D GeeDave: Oh man, I hope you're not actually psychic. I do take care when planning routes to make sure that they go nowhere near magma bubbles, though.
I know it's a small thing, but it flagged me. You have your Unreal material setups in your Venice Scene labeled as Kismet 1, 2, and 3 when they should probably be labeled as UT Materials or something of the sort. Other than, that I'm liking the Venice scene as it shows the benefit of the modularity that I'm a fan of.
It will be a lot easier on you. ;) UDK is pretty forgiving in my experience, and has a straightforward art pipeline. If you want to get some experience working with modular character assets in an unreal environment, craft up a replacement part set or two for Unreal Tournament 3, or at least look over the tutorials and such…