With UDK, a major consideration is lightmapping. Being a larger structure, breaking it up into smaller pieces would make it easier to deal with. There are many repeated details, especially the floating windows. A "modular set" might be a big word in this case since it's just copying a few pieces, but yes.
Yeah waiting for lightmaps to build is lame.. but dynamic lighting is still highly expensive and you don't get nice indirect lighting. Or if you do, that still has to be precomputed separately. :( Also, I'm sure if valve wanted fully dynamic lighting they could do it themselves.
Impressive, very good texturing and lightning! I like the last ue4 screenshot most of it, looks like a frame from a movie :) If it´s not a bother, can i ask about your render settings in ue4? Baked lightmaps? SSR? Thanks and continue with the hard work!
still working on it , progressing a bit slow atm but well get there! learning ALOT of new things! statues still need a rework + gate lightmapping. anyone knows why the lightning in the middle is so wobbly tho instead of a straight line? C&C is more then welcome!
Fixed the lighting issues with the grass, turns out I didn't have a 2nd uv channel set up, so I generated a 2nd one inside UDK, set the lightmap coordinate index to the new uv channel, and ticked "precomputed shadows" in the foliage settings.
Painting masks for optimisation control = win ... that was one of the things I always liked about Lightwave's optimisation plugin. This should be great for taking things out just before baking (or 3d printing!) to keep file sizes and processing times down. I love Pixologic!
Back when Pulse3D used to be around (a web 3D engine), they had a tool that massaged all tiled UVs to use the same texel density. Not sure if it was all that useful, never had a chance to use it myself. Might be helpful though for something like lightmap UVs.
Haven't updated in a while, been very busy though, everything's been unwrapped and lightmapped, started on the textures now. It's a steep learning curve but I'm quite happy with it so far, lots to fix though, so feel free to rip into it :D Will add detail screenshots at a later date:
While baking lightmaps can look very nice, they also eat up a ton of production time imo, as well as memory and verts, from UVs. Maybe a hybrid would be nice, like some said. Or if they have some good SSAO, that might help enough in some situations.
i would also pay for someone to develop a good intermediary format between blender and maya/max/lightwave etc. ill put $50 in who wants to meet that ? btw iqm is a really good import export format, it is actively maintained also. http://lee.fov120.com/iqm/