Oh I'm the polar opposite here. Most of Maya's preferences are modular, and you can save a hotkey and marking menu set to move with you. However, if you're new, there's more to learn about using it first, figuring out what you do and don't need comes with time.
Hi Defused, My workflow is pretty common. collect reference images then make a simple modular kit in modo or any 3d software make sure everything snap... and just use b2m and substance to make simple textures (you can make it fancier or replace it completely later) ... :)
Oh interesting. Have to try that now :P I will try a modular braids I guess. So just one in highres, or just a section of it, then the rest all in lowpoly. Small progress. Will zoom in on his face next time. What do you think of the hoodie I added in ?
Small update to the scene, still working on the main modular building blocks. Now going to start moving onto more detailed pieces like broken walls, bricks fallen roofs that kind of thing. I will happily accept any idea the get thrown my way! :smiley:
Looking good! Are you new to UDK? You seem to know your stuff well. I like the colors so far, the bage color is a bit underwhelming but I can see it feasable for "Near Future" Are you sticking closly with that scheme? How modular are you making the assets?
I simply create a Biped in Max, set him to 2M, and work form there. I never gave too much weight on anything else then what could be physically measured. I then turn the Biped into a Static mesh, and import it into UDK and use that as reference when I go modular.
Cheers again, got some lovely feedback on here and lunchcrunch and decided to go back to the drawing board and really retool this. Still need to work on the leather for the chairs, and making the wood less modular but I think im going to leave that to vertex painting, we'll see. Anyways enjoy!
Thanks, I'll try to make it look as cool as I can. Started working on the disc brake first. Since it can be a modular piece on its own, I figured I can add detail to it without worrying too much on how it affects the dimensions of my motorcycle's chassis.
Rorshach do you have a non-Epic version of that maxstart file? It's something I figure a lot could/would find handy, myself included. Also - whats the purpose of snap-to-grid? This to make sure when working within modular constraints the sizes line up properly?
My advice? don't try to model all the separate pieces. 12 pieces, so about 15 triangles per piece, instead of 30. Top one has a nicer silhouette, bottom one is easier to make modular (due to the top one having a big box for the inbetweens).