Got picked up for an undisclosed game doing some freelance assets, and I'm allowed to post my WIPS! A lot of zbrush work for this project, while still making it modular.
modular characters and outfits, I don't use Modo but in Max I can tweak the normals so a split at the neck to allow for different heads doesn't show up as a seam.
I'm loving the modularity of these pieces! You've got the cigarettes... now where's the minibar? Now I just want to check off everything in Don Draper's living room for you.
I should have read your post first, lol...the amount of tiling...is definitely affecting. Maybe he was planning to have a modular workflow though? I don't know...
I prefer his composition and lighting more. I also like the fact that, in his image, the hallway is deeper. It probably wouldn't be much work to try this out, as it's all modular.
Just wondering, Would that House and all the Props (stylized variant) be inside one UV with some atlas Textures or just seperate uvs for props / modular wall pieces etc.
The city has a nice silhouette, lots of pipes and tubes are always welcome. Should be cool to see evolve. Maybe some shots of the peices making up the buildings, modular stuff?
i've been recently learning the basics of unreal, so took the chance to tweak this model a bit and do new renders there the background assets are from Dekogon Underground modular pack
Afraid not, if a real fix is going to happen it's going to need to be done by the UDK team. I gave a better explanation and examples in this thread, for more modular stuff for people who find this.