Moved your thread from GD to TT. Best place to start is the engine docs https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/index.html Also we have good resources here on our wiki http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/Foliage…
The aim of this project was to produce a high quality next generation character, rendered within UDK using dx11 and all of it`s features. The final character count is around 110k triangles with legs and weapon. All accessories are modelled textured and baked individually off the character so they can be swapped and…
Looks pretty good. Are you using any normal maps? Let them do some work on small details (Replace bump map). I don't know what level of detail are you going for and what level of optimization you wish to achieve, but you can pack textures more modularly.
I guess it all depends on how it's gonna be seen in game. If the player will only see this from the ground focus your detail on the gates, wood trunks and obviously terrain and foliage. If the player can, however, walk on that bridge up there effort on the roof is justified as it could be seen up close. But I second…
Some bits I modeled when I was first getting started with game design and had a severe lack of understanding with how large my scope was; project has long since been abandoned, but models remain somewhere. The what was supposed to be a smithy is made up of several different parts so I could modularly assemble buildings.…
Hey wakkamis! I agree that it sticks out too much but I like it because I feel it gives the eye a nice smooth break from the detail of the other parts. The rooftile geometry took quite awhile but it was a tileable square placed modularly until it reached an end point and then I individually moved he vertices to match the…
Not sure if you have seen this: http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html Parts of it may of assistance to you. I'll definately be having a crack at this one later...
went ahead and decided to do this somewhat modularly. breaking up the majorly different wall assets into seperate wall pieces that i'll place over the base mesh above. first wall with a few buttons high poly done. not gonna put anything in Unreal yet, until i have all the pieces modeled, marmoset for now.
I haven't personally heard about textures losing their res due to lack of polygons, but there is the case where extra geometry can help with mipmap res. http://wiki.polycount.com/ModularMountAndBlade?action=AttachFile&do=view&target=Modular_MountBladeMod_02.jpg has an example