I have been testing the workflow of creating a modular pawn in UDK lately with test assets. I have now managed to create an Archetype of the ModPawn class, so now each asset can be hidden or unhidden from the same menu.
First update. Building out the modular pieces to create the buildings. Lots of modeling and sculpting and doing some first pass on composition. Lots of props will be modeled as well. Let me know what you think. Appreciate any feedback! :smiley:
@Tul Hay dude, good luck with this! Also may I advise you play Alien: Isolation, they have the room in that game too. They created the environments using modular kits, and quite well at that. Is this going in-engine? If so, which one? :D
Love the David Harrington suggestion. I wont be taking part in this one, simply because I've started the 2d one I've suggested, I want to make it a modular set rather than a diorama though, cant wait to get it rolling
4096x4096 is way overkill for this. There goes the texture budget for the whole level. Vehicles nowadays use 1024x (or a couple 512 sets) since you'd be using three of them... diffuse, spec, normal. Modular approach will save you tons of texture space.
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
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.
a good reference would be the matrix demo for unreal. i havent looked at it yet but watched some of the videos they made about it. looks like they just make modular buildings in the typical way and nanite takes care of optimization for distant ones. for windows they use some fancy parallax shader to fake an interior. not…
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...