Quick update here. Still climbing Mt. Learning-Modo-After-3dsMax-Omonjaro. I think I've got a good pipeline now and I can start shooting out modular pieces and variations.
Also check out Skyrim’s Modular Approach to Level Design they talk about angled hallways and the implications when those angles lead back in a loop. More on the wiki here http://wiki.polycount.com/wiki/Modular_environments
Here is a quick progression of some stylized, hand-painted, modular houses I've been working on. Still a few things to fix, but this is the first time I've done any hand-painted or super stylized work.
That is looking really good! I was always wondering if there's a specific technique i am not aware of, for making modular cables. Do people just make them all one by one out of splines in every scene?
Start getting a list together of what's required, it will be a lot easier to figure out. Tri counts, texture sizes - you wanna make it pretty modular if you're working on a whole forest. Gather references, etc.
You could do it in a more modular way, by only mapping single row and tiling the mesh upwards to make the whole sail. You would have a single "outie" band of texture and a single "innie" band.
I added some modular trees to start populating the islands. I also fixed a lot of the textures and added some roughness as well. I have one more Island to do and then to creating the water and foliage.
Modular kit is the way to go. This is a good 'old-school' but still very relevent set of tips. The bend modifier part might be of particular interest to you based on the ref you linked. http://www.thiagoklafke.com/modularenvironments.html
Hi ! Little update. Indoor modular Dungeon Set I've been working on these last 2/3 weeks. Check my portfolio for more images : Cremuss' portfolio Hope you like it ! Regards, Cremuss
Hi all! Here are some renders from a model I did using a combination of the old dDo, the new dDo and some manual texturing. It's a modular game model with a flamethrower (Rendered in Marmoset Toolbag 2).