@rollin Well they were just to look like tiles. I'm trying to design an environment using modular textures, so I thought that I'd just make one texture per tile design and just use vertex colors to change it around a bit. So far with the current i made was to just look like tile pieces. To compare, you can either compare…
Added some more assets, next up some more modular pipes, windows and more little stuff. Added some block models of machines and a shipping container with added roof to make it like a little living area. I think it will be cool if the roof is missing at more spots. More light/vegitation will be able to flow in and it makes…
yea....i saw this guy making those caves, no vertex blending at all.....lining up each texture so it was completlely seamless up the entire wall, while making each piece completley modular and seamless with the other different sized chunks.....woulda made me wanna blow my brains out hahah. but the results speak for…
Yeah, how would PTEX work with smoothing groups? Every edge would have to be a hard edge, and increase the vertex count the GPU has to deal with by a massive amount. How would normal maps work with PTEX and those smoothing groups? And like JacqueChoi mentioned, mip-mapping. How do you make modular/tiling assets that reuse…
http://boards.polycount.net/showthread.php?t=53002&page=2 this thread leads to many many things Stephen Morrell - am sure he got some super tutorials for enviros... google him And that buildinh from naboo... is gears of war esque ... am sure there's tutorials around the web from that link based on their work... modular…
The good thing is that already you're thinking about modularity in your meshes, so that they can be re-used over and over. The textures look well put together if you ask me; but I need to see the material they create when put together, in order to comment more. Put all of those pieces into a games engine such as Unity or…
Wireframes are good-as are showing how you built something modular. I do think wireframes are more important for low poly studios. I was chatting with some guys from Santa Monica Studio and they suggested MOAR POLIES!!! In my scenes. But smart use of polygons is smart use of polygons. I think what it really comes down to…
Made some progress but I'm still fighting with procrastination and real life issues... Made 2 tiling textures and some trims, built some more modular pieces, need to import an updated version of some pieces in engine. Currently texturing the doors and the stairs and making random pieces of stuff to dress the environment up…
Well, I am so late now in what I wanted to do.. My computer had some annoying problems I couldn't even work for days.. I hope I'll have enough time. So I did some modular pieces for my throne room today, to build my room faster I'll continue working like this, so it will be easier for me and save me some time to finish
Trim sheets are textures that are meant to be cut up and reused for modular environments. Usually at least a few parts title horizontally, sometimes they are kind of a blend between a texture atlas and and tiling textures, just depends on what you need it for. They are really commonly used for the tiling trim detail you…