Hello there, Not so long ago I decided to model a scene using as many modular assets as possible in order to impove my skills as an environment artist. I decided to take the Terme Tommasini as a reference, since it seems to be made of elements that can easily be repeated : The problem is, as I go further and further in the…
So, since the last update I have managed to model some assets for the garage scene, and will start UVing and texturing soon. I have made a trimsheet which will be used through out the scene, The plan is to only uniquely texture the hero assets that will feature in the screenshots below, however I'm not sure if I am happy…
I'll be honest, I messed up in a huge way by completely forgetting that this is meant to be a dungeon entrance :'( but I still had a really great time! Tried out trimsheets, decals, foliage, and also Substance for the first time and learned a whole bunch.
So my first post in this thread. I chose to create my enviroment from dead space concept art. This is easily the most complicated 3d enviroment i created. So much to do. First thing to learn was trimsheets. Not sure if im doing right. My material is very simple and ive seen people use much more sophisticated materials with…
Can you show the modular pieces themselves? Did you use trimsheets for these? What do the wireframes look like? What's the average pixel density, and what kind of grid did you build to?
Hey all! I started working on another environment again, this time I wanted to work within a lot of things that make me extremely uncomfortable. I've spent some time learning some key concepts since the last time I posted, so it's time to iterate and improve upon them. I learned about Modular Kits and Trim Sheets, as well…
your over-thinking it, also modular dosnt mean you need to import hundreds of pieces into udk, you can build it as one mesh in max or maya, and just have lots of different pieaces share the same UV space, and for large areas doing a lot of mapping to tileable textures and trim sheets. can bake AO to the vertex colour also…
Got some solid progress done this weekend. I started work on the wood trimsheet, laying out a tileable beam section. I used it for all the wooden sections on the walls of the cottage. It also turned out to be useable as a set of flat planks for the door and roof capping - a nice bonus. I've still got wooden pillar sections…
Progress Update 01: Well, this week has been wild. I've spent this week converting the main environment assets (the walls and floor) into the first iterations of the game-ready assets. It's been a lot of me looking at reference and going back and forth between Maya and UE4, most of said reference coming from Jedi Fallen…
If this is a modular piece, why don't you go all in. Use trimsheets and tilable textures on top of the vertex blending. You don't need a highpoly to lowpoly workflow with unique UVs/ Textures for this