LittleClaude asked me to post up some of the modular asset work recently completed. Here are 2 shots. the scene uses 1 2k map and 2 1k's. Hope it's not too rough around the edges! My website is at www.dmnicholls.co.uk
Yup :) already started planning, and started to slowly sculpt the main statue. :] I figured I could break the main enviro into about 5-6 modular parts with different versions quite easily :D lets get it onnnn!
@Eric Chadwick Thanks Eric! It is a modular set, around 10 different pieces, which snap together. I guess my mistake was to use the same base for everything. But each has a different texture assigned to it. I will look into blending.
Look good so far , this shot is realime ? .. i hope that you are using tiling textures for texturing . in this one you have a lot of tiling texture and use decals to add dirts .. ect and modular pieces , i hope this help :)
Hey - finially had a chance to work on it yesterday - here's the updates. I apologize for the rendering glitches - but otherwise I made the hill mesh a little larger, added details and chamfers to the architecture, and broke everything into little interchageable modular pieces.
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.
Hello! I want to unwrap a location with a different scale of assets for URP with the same texel density. The location have walls of different shape and sizes (it is hard to apply modular system) what would be the best to unwrap? (i use Blender) Thank you!
you can export BSP in UDK. it's under File>Export>Export Selected (select the BSP face you want to export) I do it all the time to ensure that I have the right measurements for modular pieces I'm making.
Repetition of tiling textures and modular elements can be broken up in a number of ways. Material blending, decals, prop placement, lighting, etc. Be sure to check out the polycount wiki if you haven't already, there's a lot of really useful info there.
This isn't how most modular game assets are designed. Instead, choose a pixel density to work towards, and use that as a rough guide when creating each individual asset. For example 4 pixels per centimeter, or whatever you decide.