You could also procedurally generate the houses if you know how to code. (Sounds WAYYYYY easier said then done of course) But something along the lines of modular pieces that fit together to form a complete house than some kind of program to assemble them into every possible combination. That's probly the hardest way to…
Hey man, I wouldnt bake the whole thing, usually this would be a mix of either tiling textures or modular baked parts. Hope that helps! I don't know substance but i suggest doing some 3d motive tutorials, so you can get a good understanding of all the things you need to do.
Post screenshots of what you have so far, what bugs are you seeing when you extrude to get thicker surfaces? Whats a super high polycount to you? (and modular buildings are key for doing environments - why are you saying it's bad for making small houses? You probably have wrong pieces modeled for that?)
Hi we are Majesticfx, we are of Peru and we work freelance work to: Digital Architecture (Interior - Exterior) 3D design (3ds Max) (Zbrush) digital animation post Production modular Special Fx compositing texturing rigging if they need to leave my web services here, still being updated: http://www.mumajestic.com Skype :…
Update for the weekend. Replaced most of the blockout for more detailed and modular geometry. Temp uv's are on the new game meshes and stuff still to replace is solid colored. Once I finish replacing what's left of the blockout I'll model/add some props then move on to texturing and any high poly geometry I need to make.
Shep: gotcha, I'll lighten it up. Not sure whether I'll do the diagonal one though. I would like to, because I think it looks cooler, but I had a really tough time modularizing it. Here's some references for the roof support I used: These are from the Montreal Museum of Fine Arts, in the contemporary building.
UE3 would be a good choice, as is Cryengine 2 and maybe Source for some stuff. Just use which you feel more comfortable using. There's plenty of tutorials for each engine. Oh, and building modular sets is a lot harder than you think. You need to stick too the grid and do plenty of pre-planning.
Drew out my fake NBA arena and planning for making it modular. Did the ring, need to do normals and spec maps. The rectangle is NBA court size paint to paint (end to end up to the painted border), the one in the ring is burly-man height (like 6'7"~6'8"). Racks, ring accessories and jumbo tomorrow.
1. You don't need to make the walls 'modular' per se, but its definitely a good idea to make each wall a separate mesh - physics load is lighter, and you'll get better lightmaps 2. That's a question for the art director, but since its a portfolio piece, you'll have to make a judgement call. Good luck :)
Thanks for your kind words and feedback Ashervisalis,Yes the buildings are composed of a few modular pieces and tileable textures,I made the snow fall-off for some parts of the ground a softer because I wanted to add some variation to the amount of snow accumulated on the ground,Might have made the fall-off too soft though.