Hi Polycounters, I am part way through a new piece for my portfolio and need some advice from the community. My issue is that I cannot come up with a way to break up the modularity of the walls/cells. I do have some torches that need uv's and textures doing which will break it up a bit but I just wondered if anyone had any…
Hello everyone, i am trying my best to become a environment artist. Just finished modular environment in unreal engine. I would like to share result and some progress with you. That was my first attempt to make a modular environment. I screw up many times but still managed to finish it. Reference gathering: I used both…
Hello friends, I'm a huge fan of Michael's brushes -- the lifetime membership is the best deal in 3D -- and immensely excited about this contest. The environment description immediately called to mind two of my greatest personal inspirations Lebbeus Woods (weirdo architect who never really built anything) and Viktor…
The tray approach is a good one. Many call this "modular". The cliff on the left could be done many ways. The easiest is probably to model it into the modular segment, use multi-texture to blend between grass and stone, and flesh it out with grass & flower detail meshes. http://wiki.polycount.net/CategoryEnvironmentTerrain…
Research! If you don't know what modular assets are your screwed! basically imagine a building made up of several pieces; maybe a balcony, maybe a particular brick wall or a chimney... if you make them "modular" this means in parts that can be used over and over to create several buildings that although look different…
Using the same texture on multiple models isn't being modular. It's a good practice and saves texture memory, but it's not modular. Also as Cholden said, your wooden board shouldn't be diagonally positioned on the UV. That's a huge waste of space. Instead you should make it horizontal/vertical and then add more plank…
So if I have a modular asset thats 2x2 meters, and my texel density is 512 per meter, I should use a 1024 texture map on that modular asset? Should I basically know the size of each of my assets to determine what size texture map I should be using? For example, if I have a bicycle, should I roughly measure the size of the…
Thanks Jonas, yes i will be creating a modular set. I will have to try out your idea of referencing the models to create the scene. At the moment they are just copies. I have started to model modular assets and placing them together for an idea of the scene. Asset List: Floor Pillar Top Pillar Bottom Pillar Middle 1 Pillar…
Hey I'm finally able to start working on this again. I want to finish and submit it as soon as possible. This is the updated cab: and now I'm trying to make a modular building... something I've never done before. Can someone help steer me in the right direction? Here's what I got so far: the geo on the left are different…
Yeah. Literally only sounds good for modelling and texturing dota items. Even if it were more expensive I'd be all over a modo edition with just model/uv (and maybe some sculpt stuff) with no script or export restrictions/limitations. Or maybe in the future programs could be made in a modular format where you pay for the…