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.
Fill the uv space and you wont get the seams. Remember to keep to a power of 2 workflow as it will cancel out seam issues. http://www.thiagoklafke.com/modularenvironments.html http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html
You could also go with a more modular approach. Here's a shot from a level I did in the Titan Quest engine. Their roots models were nicely made and very reusable. Walkthrough video here http://ericchadwick.com/img/custommap.html
Stopping on the summoning scene for a bit to re-vamp a post-apocalyptic scene I did about a year ago. Testing out my modular pieces for these brownstones before I go in and sculpt various bits and make some new substances.
huh? Nothing but tiling textures here boss : http://www.polycount.com/forum/showthread.php?t=86970 A modular pillar mesh in a game engine today would be either created from a tiling texture, or if it's very unique, get a 512 to a 1024. That help?
Generally separate objects will have separate textures. The only real exception to this is if all the objects will always be seen together, then its ok to pack them on the same uvlayout. Like a modular building set or a set of tools that will be seen together or something like that.