I saw this on twitter and lost my shit, very nice style to the scene! I'm looking forward to the breakdown to see just how snefer-style it is in it's modularity. Is the moss on the tank(thing) shader based? Love the grass by the treads too.
I think the modularity approach you went with was a great start. Sometimes it is far easier to have a perfect something, then destroy it. It can really help to bring out the realism. Keep up the hard work mate, and grab lots of reference.
Very cool, this is shaping up nicely. I always love to see projects like these. How much of this is modular? Are you just using one a few different trims? I'd like to see the texture sheet so far! :D
That would take a lot of textures to bake each corner, you should add a little chamfer or let the rough edge and do only tileable texture HP, but if its modular you can do the HP for everything and reuse those.
Looks great so far Gannon. I'd watch the modularity. Make sure to have some custom pieces. This could easily fall into a repeating 10 meter strip. Your block out forms are nice so far though.
I haven't quite gotten around to my unreal modular blockout yet, because I'm still playing with layout in maya, but here is an updated idea of Flynn's Barncade. I think the spacing makes a little more sense now.
Wow, this concept will be very friendly to you when it comes to building modular pieces. Looking forward to see more. I am picturing an orangy/red mixed with blue composition when all is said and done. Final render in udk?
Is there a reason you went with repeating textures rather than unwrapped modular set pieces? I like it, but I think uniquely unwrapping mod pieces would have gotten some more unique details out of it. What engine is this for?
This project is a Modular hallway set that is all hand painted. For my concept i am trying to go for a MMO hallway much like in world of warcraft where it can fit 25 + people. Updated WIP: Here is my first stab at a hand painted texture. crits needed!
whats the best way to do it? for metal stuff I get it, build modular assets with borders etc, but what about for instance a cliff face or dry stone wall? would you paint the displacement on a plane, render the normal map then fudge the tiling in photoshop with clone tool?