Cheers again, got some lovely feedback on here and lunchcrunch and decided to go back to the drawing board and really retool this. Still need to work on the leather for the chairs, and making the wood less modular but I think im going to leave that to vertex painting, we'll see. Anyways enjoy!
Thanks, I'll try to make it look as cool as I can. Started working on the disc brake first. Since it can be a modular piece on its own, I figured I can add detail to it without worrying too much on how it affects the dimensions of my motorcycle's chassis.
Rorshach do you have a non-Epic version of that maxstart file? It's something I figure a lot could/would find handy, myself included. Also - whats the purpose of snap-to-grid? This to make sure when working within modular constraints the sizes line up properly?
My advice? don't try to model all the separate pieces. 12 pieces, so about 15 triangles per piece, instead of 30. Top one has a nicer silhouette, bottom one is easier to make modular (due to the top one having a big box for the inbetweens).
Picked this project back up again and realized I had lost half my blockout somehow! Not too much to worry about, got it all fixed and ready to proceed. I am trying to do some more modular pieces, so not all the furniture will be bespoke like in reality.
I am hoping to create a medieval fantasy style town and surrounding landscape in unreal engine. I created the landscape in Worldmachine and used a procedurally texturing material to texture it based on incline. I also created a system of modular pieces to create these early versions of the houses. All feedback is…
Thank you so much for the feedback. Yes the beams are modular, if I understand correctly, you referring to the concrete arches essentially? Perhaps I could have made them just single pillars and placed them together instead. The elevation is a great idea! Thank you again!
AH, I love these Tor. I reaaaally enjoyed the game, these images have inspired me to get back to work on a mech I've been making :D Also, are these using your crazy UV'ing to one big normal texture workflow or lots of modular pieces unwrapped uniquely?
I think the 2nd concept is a lot stronger and more interesting, but if you're just looking for something simple to practice UE4 on the first is certainly a lot more modular and offers some good materials to study. I'd say do the first as a learning experience and then do the second as a portfolio piece.
All you need is a futuristic water cooler and a futuristic potted plant and boom, no one would mistake this for anything other than a futuristic office :D Nice work, I like that you'll go over modularity but the developing of a vision sounds really good. I'll keep an eye on this