Just a quick comment, I wouldn't mind seeing some more breakdowns and wireframes for your sets. For your space station, you state that it has a heavy use of tiling and modular components... why not show off the breakdowns and texture sheets? Best of luck!
If you're using a modular setup for the ceiling tiles you might need to merge/weld them as well, lighting an interior with the direct dominant can be difficult at times. Make sure your meshes are double sided too, if that's the case! good luck, looking great :)
This is my first attempt at modular modeling. The model was made with reference of a cafe in Malmö called Gökboet. Diffuse was made primarily from photos of the actual building but also from other sites. Some geometry is altered to fit into a nice grid system. Here's the reference.
One more update for today, working on blocking out the chapel and figuring out how I can get it as modular as possible. Took what I had and made a quick paintover to try out the color scheme and feel I were aiming at for the chapel.
@Beard3D Bandit - Yes i know about tiling textures and Modularity for the environment.For now i don't have anything that can be posted.Just working on the school assignments.Yes i thinking the same too(high poly hard surface). Thank you for your input.
Hey, everyone. Here are a few things I did for Dungeon Defenders 2's most recent map release, Spooky Forest. In the game screenshots, I made the modular walls, coffins, bones, graves, mausoleums, and temple. Thanks for checking them out!
I agree with much of what heyeye suggested. Just to add something small: I'd really love to see a little more process on your Star Citizen Lobby. Texture sheets, or a shot with all of your modular pieces separated from each other.
yeah interesting idea, I agree with vig, more modular design might help. I was also wondering how this would work in the game, what size would a player character be? would they be able to navigate without getting stuck in doors or on sharp corners?
For the best control, and thus the best quality, I do the sculpting in zbrush. For speed, modularity, or very fine, non-form-effecting wrinkles, I'll use some procedural noise in SP. Still something I am experimenting with a lot though, not a senior artist.
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.