These resources might help explain things. Everyone does it a little differently, mixing and matching techniques. http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/MultiTexture http://wiki.polycount.com/wiki/Texture_atlas
Lots of possibilities for texturing buildings like this. Start here http://wiki.polycount.com/wiki/Modular_environments Also look here http://wiki.polycount.com/wiki/MultiTexture
Heh...I just read your little poem thing and skipped the rest. Either way, think of all the little cubby drawers you'd have!!! but yeah, it's not very portable. It is built modularly though.
Sci fi hallways are always a blast, good for any skill level. You'll brush up on creating geometry in creative new ways without worrying about it being "right" since it's sci fi, and kick up your metalic texturing which is always fun. Most importantly it gets you thinking modularly which is a core skill to have, work…
i've never done one before myself, but i think that would be very specific to the goal at hand. Like how large is the environment, can it be broken up modularily or is it going to be mostly unique, does it have to be in an engine? Sorry i cant help much but it just seems like a very broad topic
If you don't have a clear idea of what the building should look like, then building a blockout is a good idea. It's usually a good idea to do this for a game level too. But usually you can use just boxes and simple shapes to make the blockout, not worth the time to make custom detailed meshes. You shouldn't unwrap any of…
Yay this piece is finished! It looks great, personally I think you really really nailed the style and I like that making it modularly allowed you to make a few variations. What are the texture sizes? 256x3 32x1 as you said in an earlier post?
That cliff seems to be using a lot more polys than it needs. You may want push and pull the geo to get more rocky shapes that conform to the texture. Currently the cliffs are looking really blobby. Try modelling out the cracks a bit. Check out this great tutorial on this:…