Replacing block-out proxies with actual finished geo. Got a few modular pieces done. Don't have chains in yet because they take a while to place and I'm literally going to unwrap 1 link and copy it out when I'm dressing the scene.
kinda a per model thing, per situation thing, really just find the workflow that works for you and gets you results suitable for a portfolio. you should know how to work both ways, and even be able to work with modular texture and trim sheets
yukonwanderer, Im not a pro by any means, but this is looking nice. I would use this scene as a nice foundation for more modular asset creation like rocks wood planks and other stuff, don't be afraid to start bringing different stuff in zBrush and sculpt from there
Did another round of updates. I started splitting up the cottage into modular pieces. Have a few more pieces to make, but this way I don't have exact copies of the same house everywhere. New trees, went with a much lower poly style.
@ whats_true Thanks for the advice :) . I decided to not go with a vending machine, but I do have a photo booth in there. Before I did this piece, I was planning on making a whole environment in 3ds max -- so most of the geometry is not modular, although some of the smaller objects are.
For an asset of that size I'd approach the model differently: as a tentacle assembled from neatly unwrapped modular assets with seamless textures. Then add some variation to the material via vertex color masks or as decals and add irregularity to the mesh (e.g. via vertex noise/random offsets).
If you are seeking a game art career studios may find larger wireframes more appealing to see your poly usage. Your artistic and technical ability are great. Like you siad balancing modular assets is tough but studios appreciate that too. Good Luck.