the ndo2 part of it, is the what people have been doing with ndo since hte first version of it. the how he modeled it out, is similar to a workflow 3d motive did a tut on. http://www.3dmotive.com/training/udk/modular-building-workflow/?follow=true
Just a note that I'm totally looking for modeller to collaborate with on AEON (As you can see, the modular environment props I've built are pretty basic, I'm more of environment designer type), if anyone is interested, just email me at: orihaus[at]gmail[dot]com.
Hey, Here are a couple of the other props i threw in to the modular scene. Dumpster - 1024 maps Norm, Diff, Spec, 406 poly And a garbage can 1024 Maps Norm,Diff,Spec 212 poly Again C&C are more than welcome.
Have to say, the recent image looks pretty spiffy - Mass Effect like in some ways. I did like the first attempts more though and it's a shame you've abandoned the oil rig idea as it could've turned out quite well with this modular approach.
Hey guys here's the high poly on that pool: I've got some questions for the more established environment artist on the forums. What's the best way to try and tackle texturing something like this? Would you go modular, dividing the pool into pie like slices?
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.