A separate texture, unless you're on a limited budget, would work fine. Small modular rocks as a separate asset from the beams would work imo. Combine several of them in small clusters that would look nice at the base. Then just rearrange them and use them as ground break up or as transitions near other assets.
Yeah, but limitations like no scripts, export file type / tri count affect everyone significantly. If the tools currently split into tabs could be modular that'd be amazing but I can't imagine how complicated that would be to do. Would probably be a support nightmare as well. I will say that it was good of them to upgrade…
My advice is to download UDK and Cry engine open up their demo levels and see what they do. Most assets now have bespoke textures, a desk will have a different texture to a chair and a barrel will have a different texture than a light. Walls and floors generally have tiling textures and are made up of modular geometry sets.
I spent today collecting reference images and eventually got this barbarian out, I'm going to make a female version tomorrow, and see what I can do about modular weaponry in engine. That or I just make unique dudes for each weapon, but, that would look odd considering there are huge hordes of em. Hmm.
You could also procedurally generate the houses if you know how to code. (Sounds WAYYYYY easier said then done of course) But something along the lines of modular pieces that fit together to form a complete house than some kind of program to assemble them into every possible combination. That's probly the hardest way to…
Hey man, I wouldnt bake the whole thing, usually this would be a mix of either tiling textures or modular baked parts. Hope that helps! I don't know substance but i suggest doing some 3d motive tutorials, so you can get a good understanding of all the things you need to do.
Post screenshots of what you have so far, what bugs are you seeing when you extrude to get thicker surfaces? Whats a super high polycount to you? (and modular buildings are key for doing environments - why are you saying it's bad for making small houses? You probably have wrong pieces modeled for that?)
Hi we are Majesticfx, we are of Peru and we work freelance work to: Digital Architecture (Interior - Exterior) 3D design (3ds Max) (Zbrush) digital animation post Production modular Special Fx compositing texturing rigging if they need to leave my web services here, still being updated: http://www.mumajestic.com Skype :…
Update for the weekend. Replaced most of the blockout for more detailed and modular geometry. Temp uv's are on the new game meshes and stuff still to replace is solid colored. Once I finish replacing what's left of the blockout I'll model/add some props then move on to texturing and any high poly geometry I need to make.
Shep: gotcha, I'll lighten it up. Not sure whether I'll do the diagonal one though. I would like to, because I think it looks cooler, but I had a really tough time modularizing it. Here's some references for the roof support I used: These are from the Montreal Museum of Fine Arts, in the contemporary building.