Is there a way to snap objects to one another, say if you were lining up some modular pieces? Also can I rotate objects by a certain angle, like 45 or 90 degrees?
Mostly they were not concerned much with modularity, and they had very high res texture targets and polycount goals. Much higher than I was used to. Also, here's a very high res screenie.
Here is my modular set for the walls. All (5) parts use the same texture. Sculpting was done in ZBrush and then some rendering inside of Marmoset 2, trying out some different lights.
I'd suggest you're going to get most return from a modular asset pack - such as a themed enviro set. It's more initial work but the more flexible the end product, the wider appeal it will have.
Worked on the modular cieling asset and made the hall a fair amount wider. substance designer iray render: just started to get it Into UE4, needs better positioning and some possible material tweaks.
Alright will need to optimize all the bsp and meshes lightmaps then :) Ye this venting thingy with pipes and cables is a single modular piece. Any idea how I can get rid of this nasty seam ?
imo there's no "right"answer, it depends of the degree of modularity you want, and how it will tile/blend with other elements, how large is the environnement... I'd go with 2 materials though, which is more flexible.
This is awesome ! Might I ask you how you guyz handeled the foliage ? Especially the ones on the ship side. Are they modular ? Could use some advice on creating that kind of foliage my environment :)
Another modular piece out of the way! Really loving the way metal can look in this engine. I am finding the "roughness map" to be much more appealing than the old "spec maps"
Just picked up the zBrush intro, modular workflow, industrial door and fantasy shield! Thinking about pulling the trigger on the intro to Maya and high-poly modelling in Maya... they look pretty decent!