was looking at origins character customization system for reference. you guys are some kinda monsters when it comes to balancing art quality vs. modularity. mind blowing.
Thread! Rise from the ashes and live again!! For people who like slow building progressive modular synth stuff. https://www.youtube.com/watch?v=GJbSetUMjds
Im curious to how you're making some of the architecture. Are you using static meshes or BSP? If you're using static meshes is a lot of it modular, or is a lot of it unique?
@deadsource I'm going to work on three variations of textures going from clean to dirty. The level design is modular so it wouldn't be too hard. Thanks for the tip ;)
yea that ZB tut for the rock face is awesome, done by a guy from weta digital, the technique is pretty simple and easily applicable to some modular rock pieces.
Missed this one. I can see some insane modular usage for this (if it could also work with height maps). I will take a look at it and see what's up with it.
UV mapping, texturing, high poly and/or subdiv modeling, baking, working with modular sets, getting stuff to look correct and good material definition in game engines.
I've been working this week on a vertex painting shader to create some variation on the modular assets in the environment. For more detail on the shader check out the website www.stowawaygame.co.uk