Some of you my know that I'm doing a lot of destructable assets at the moment (beside my trees of course hehe). After some testing and messing around I tried the "Rayfire Tool" made by Mir Vadim. The tool has a lot of awesome features and mainly made for CG scenes/movies/effects. CE² is like CG but with less polies in my…
What you could do is make modular pieces with varying "blocks". Each platform could have a different mix of these blocks. This method can apply to both 3d and sprite art. See PhilipK's tutorial on how to make modular pieces if you haven't already; http://www.philipk.net/tutorials/modular_sets/modular_sets.html
I mean, does every object, even the modular ones, has it's own UV Map or the modular parts share some UV maps and have the same texel density. I see no difference in the brick texture and that's why I'm asking. Sorry if that's a noob Question. I'm really confused with Environment texturing.
These look pretty great. I did a city modular set recently for a class project myself. Only thing I would add would be some more pillar/wall elevation type pieces for less flat buildings. Are you selling the set as the building already pieced together, or as the individual modular pieces??
semi-related: this seems like a fantastic time to link this: http://hannesdelbeke.blogspot.be/2014/05/modular-bend-fix.html "A maxscript that lets you control the bend modifier with more precision, excellent for modular prop design such as arcs in udk This script automatically fixes the bend modifier, but also gives the…
Yes the correct way would have been to make it modular. I would try using UE4s import options to generate lightmap uvs and if that didn't work then I would either break it apart and make it modular or only use realtime lighting. It is not going to be worth it to set up lightmap uvs like this manually.
If your talking about the room/building in the back then yes I've thought about it and it's not gone from my thoughts yet. ^_^ One thing thats not shown in the pics is the outer building the one that has the valve door it's simply a box at the moment and modular walls for that is also a thought. Gotta start making modular…
Depends on a lot of factors. What's your delivery target... mobile or PC or console? Which engine are you using? etc. You can tackle a lot of this with a modular set of streets. And make some custom pieces to tie them together. Do some searches. http://www.google.com/search?q=racing+game+modular
An article I did on my Rome: Church of Sant'Ivo scene with 80 Level. Discussed a few concepts ranging from blockout, modular assembly, lighting, post process, composition and more. Polycount Topic: [UE4] ROME: Church of Sant'Ivo Original Article Here: Complex Modular Architecture Environment in UE4 Portfolio: ArtStation
EDIT: thanks for the help guys, will try that out. Since i've mostly finished my block out, i'd like to know when and were i should do modular modelling before i start making the low poly models. How should I work out what needs to be modular? and what doesn't?