Curious what the general consensus is for placing pivot points for modular assets? I’ve seen back right, I’ve seen back left. Is one better than the other?
Hey I was wondering how do I got about modeling (modular) arches that are curved such as those in the picture. Would I take a straight arch and use a path deform?
Hiya, I'm making a house in the style of Oblivion: Here are the wires. Each different modular piece is colour coded so I can keep track of them: Cheers! :)
What I mean is that Doom 3 environments (the most typical techbase ones) are built from prefabricated pieces, elements, of metal or concrete. Such as floor plates, or wall panels. A lot of these are quadratic or rectangular, because Doom 3 used tiling textures (well, materials) with sizes such as 512x512 or 512x256. So if…
Design first, then blockout, http://www.bendarling.net/index.php?page=levels then replace blockout with modular pieces. http://wiki.polycount.com/wiki/Modular_environments