Judging from what I see, this is a lot of modular pieces. How did you go about making the curvy wall part?. Just a bend modifer? I try using that for my work but it never seems to bend right on the grid.
not using modularity in this kind of scene is quite crazy too, especially considering the very little timeframe you had... you would have been able to spend more time on individual panels and global shapes rather than everything at once
Love the foliage and modularity in this one! Reminds me alot of Shadow of the Tomb Raider with this cool ageing, overgrown architecture. I feel as if the path towards the temple in the courtyard could direct itself and lead the eye a little more? It's a little hard to see the path underneath the foliage growing over it.
Fixed up the stone fence, also sculpted a tilling texture/geometry to use for most of the stone walls. For the roof I sculpted and textured a couple roof tiles in 3D Coat and then built a few modular pieces using those tiles in blender.
Fleshed out the roof some more with something a bit more interesting. Still working on the trimsheet so the modular pieces are still pretty WIP at the moment and I'm trying to figure out how I want to design the top of the tower still...
This is one of several packs of modular pieces I am working on to give away to the UE4 Community for free. These are images from Zbrush and Substance painter, and two images of how one could use the parts. all parts are in one UV Atlas
Adding some detail, preview modularity in Max viewport: Thinking of pushing this towards a more bright/clean environment than most of the dead space game/concept work is. Enjoying learning more about HP modelling in 3d max in the meantime
Latest WIP: Crits and feedback strongly welcome, finally found something I think I would quite like to be a portfolio piece. Based off of St mary le strande And then mess around to see how modular it was and came up with this:
Quick update, I have the tea house blocked out, the roof is a mesh but the rest besides the sliding doors are BSP brushes I plan on getting rid of soon. My other goal for this scene is to build everything that I can modular.
So far the assets are looking really great. I'm with BucketofNuggets. I usually get all of the architecture and detail meshes in right away so I know the scale is right. This is also good for modular pieces to test if they snap together properly.