Most of the assets for big name games are built using one of a few large outsource studios that are capable of providing hundreds of staff for a project. internally the number will be much smaller. Turnaround time for an average set of modular props will be anywhere between a week and a month.
Hi, i like your work. Are you going to model a circular element on the floor or are you going to just texture it on a plane? For what are pipes are you thinking about make them modular? One time i have seen something like this:
so how do you go about figuring the sizes of modular pieces? Do you have any preset ideas like a wall should be x units tall by x units high and corner pieces should be a certain size, etc... ?
A few days ago I got the commission from Trinigy to rework the City map and do a modular version as a basis for larger maps. All the input I got here will help me to improve the quality beside that, so thanx again for the comments :)
Looking for a MEL script to change grid size in Maya by powers of 2. Its annoying to go through this manually every time I want to change the grid size when working on modular sets. Anyone know of one? Im pretty useless when it comes to programming it myself.
Created my modular pieces to create the room all the walls windows etc created from a single trim sheet, I will post more on these when I have them textured, created the tileable wood floor mat and started blocking in the lighting
Sorry I should have been more specific, it's in regard to environments and adding details to modular assets/terrain. It's hard to tell some times if something is a unique texture or if it has been painted on. But things like the floors in U2 and Skyrim it's easy to see.
I like the use of modularity. I'm gonna try tackling hand painted textures at some point, but it looks pretty daunting. I agree that you should definitely work on the shadows mostly for the wood planks. Great start though! Keep updating!
Can I ask something, the modular assets stay within 3dsmax and you model whatever you want or do you put them in the engine and build everything there? And do you make holes in the wall for windows or do they float over the walls?
To Model the hall block-out I used a bunch of modifiers arraying, bending and symmetrizing (if that's a word?) a small column and cladding section. This has kept the design flexible and easy to reconfigure until i finalize the shape, and start breaking it up into modular pieces.