Created a tiling brick texture using a proxy texture from Substance Share and world aligned texture nodes in the material (with the help of google). Exported the scene to do some quick versions look dev versions inside of Modo and suddenly realising that it's looking a bit too similar to another portfolio piece of mine.…
@jaker3278 Thanks! I really wanted to create an environment with more verticality this time so glad that it's coming through. I'm going to use the custom vertex normal workflow and rely more on tiling textures as there's a lot of assets to get through. I'll have to add in some unique assets in the foreground so these will…
Been on holiday so I've had a few streams off. Started by thinking about the detail on the floors of each section and blocking out some meshes. I've also been juggling with the idea of either creating lots of individual parts and having a BP array to pull them together or modelling all the parts together and then using a…
Created the girder sections from parts I already had. Next stream we'll be doing the last of the VarA kit parts and that will be the base complete! I can't tell you how much the workflow has sped up thanks to using trim sheets and sticking to a fixed scale. It's taken me one 40 hour week (counting all my updates for this…
So after a few streams of floundering I'm making a bit of progress. I explained my need for a mesh variation system to a colleague and they created a widget that let's me randomise meshes from an array at the click of a button. There's a few kinks to iron out but it shows a lot of promise. I also experimented with how I…
@Menchen Thanks for your kind words! The trick to modularity is to pick a scale/size and stick to it. When you're in the early stages of testing the kit parts try to make things work as best you can before creating any new kit parts. That way you're not creating anything unnecessarily. I had to google BLAME!, looks pretty…
Created a few new support variants from the walkway support asset. I'm using them to break up areas of noticeable tiling textures. I also (very crudely) blocked out some windows to test if I should have any.. I think the answer is yes and they make the whole level feel more like a place. I hooked them up to the script so I…
20/02/2019 Added another tunnel entrance (perhaps this area is one of many interconnected places), finished the outer rim of the area and added in some larger pipes to help push the industrial look of the place. I think I'm in a good position now to focus on the individual kit parts knowing how and where they are being…
07/02/2019 When I came back to this layout ^^ I wasn't particularly fond of it. It's very flat, samey and quite a boring space but I did like the verticality created in the lower area of the level. I decided to make the environment fill a smaller space but focus more on this verticality: Already there is much more interest…
A bit of success with the BP lighting array but not enough to solve the issue. I think the best solution going forward will be to keep all the lighting in the scene and out of BPs. This will mean that the light sources won't be dynamic (like the other meshes) but will mean that the time I would invest to find a solution…