Heavily inspired by Star Wars Battlefront 2 and Jedi Fallen Order. Most of the assets are modular and are made from trimsheets. A walk-through of the level - https://www.youtube.com/watch?v=NILzKm5xc5E&list=UUheae8x6N6T4QkZPjKAQ48w
Hello everyone! My name is Alizée and I'm a junior 3D environment artist. I'm looking for new opportunities in the video game industry. I'm open to freelance work as well as fixed-term/permanent contracts. I'm available immediately. My skills are : - Modeling (High/ Low poly) of props, buildings, modular meshes ; - PBR…
I’m probably going about this the hard way but I couldn’t think of another way but to model a modular stencil, boolean the difference into a plane then duplicate it to make up the window.
Calling it done for now. Screens and stuff here: https://www.artstation.com/artwork/Jgn4a I'll add a render of all my modular pieces when I'm less tired...
Bethesda did the same with their weaponry, so I figured I might as well. It keeps pieces more modular, particularly for attachments that can be shared between multiple weapons.
EQ, modular is on my list of things to dig deeper into. What is a good render software. I will use udk for bigger scenes but for smaller assets, what is the best route?
Most engines have a grid snap function though which eliminates the need for "lips". Look into other modular projects around on polycount to gain a understanding of how to plan it.
Holy shit man, AWESOME. Excellent inspiration for what i'm gonna be making soon. Would you be so kind as to share wires/ images of individual modular pieces?
Update: I've created a couple modular pieces to get rolling: and snapped them together I'll need some variations of the wall and a door module, and likely a few others.
Modular environment study in Unity Still stretched UV on an arch. Broken shadows. Chamfers almost everywhere. Wall texture in Substance Designer. All pieces. Reference study.