Hi Free_Fall, I think if you look at how Thiago Klafke sets up some good modular pieces to texture a scene it might help you out. You could definitely get away with a (512x512) map or for a bit higher details use a (1024x1024) map. Check this link out: http://www.thiagoklafke.com/modularenvironments.html Did you plan on…
Haven't posted on this thread in a while as I was working on finishing an old project. However now having finished it I am back working on this again :D . Arcadia Department Store Still blocking out what I think will look good for the Arcadia department store I am not used to working in a modular parts fashion so its a bit…
So been trying out some different ideas and techniques for making all the modular assets but, I kind of want to get some feedback on this Wall texture I hand painted. Pretty much the first thing I have ever hand pained but I plan to use it for the main wall. Keep in mind it only tiles side to side got a different texture…
Voxel or not (I suspect not) it does appear to be mapping in world space. I suspect they blend unique maps on modular assets with the world space tiling maps - it'd be my starting point if I were to try and recreate the look. I wouldn't get too bogged down in the specifics of how tbh. you could do the effect in screenspace…
- UPDATE! So ive started working on some of the ajoining areas of the city to give myself a break from working on the same area for too long. Ive began to create a modular set of walkways that will link areas and trail off into the distance. The textures are just base textures at the moment, and the city is just a…
Thanks for your nice and useful feedback! Texturing is done by making material shaders in the Unreal Engine, using some basic grunge and cloud textures from photoshop. Modelling is done in 3ds Max while adding some smaller details like bolts and tubes with Xnormal in photoshop. It's quite messy sometimes, but it was my…
@Quack! Thanks, for the explanation. I tought custom normals are used more for hardsurface modeling though? I'm following David Lesperance's tutorial "Intro to Game Art" and he's pretty much modeling everything in highpoly first in 3dsmax and 3Dcoat, remeshing in Zbrush and baking normals on low poly when it comes to more…
I mean for stuff like games, you have the skeleton that is bound to the model, that will make it into game. You can still use your preferred modular setup though, except to drive the export skeleton that's what IK/FK setups do, and then you bake the keys down to your export skeleton. Admittedly I haven't done any rigging…
JO420- I've been creating my buildings with modular pieces. I've also found how useful instancing has been. It has been a time saver. Is it entirely necessary when modeling a building to have the mesh solid with all verts welded together? I've been making some of my trim pieces and walls seperate geometry to save on polys.…
Mostly for portfolio & NV. I just gave all the mods their own UVs to make it more modular and yeah, you can see through the sights when the scope are attached, but that doesn't matter anyway since you can't use both on NV, it's either scope overlay when the scope's attached and iron sights when it's not. You can see the…