Building and creating modular pieces is a task.. Which i enjoy. But my question is about the interior vs exterior part. When doing exterior parts, i usually keep my "wall meshes" flat cause you want me entering the building! But if i do that with my interior (only interior) keep them flat instead of giving them thikness, i…
Here´s this Restaurant we lunch at sometimes named Gökboet, it´s located in Malmoe Sweden. And It´s my first modular building. That is to say you make your texture first, hack it up in to "Lego´s" and build from that. It was a fun and rather challenging project for me. A good video tutorial about modular stuff is the one…
Hey everybody, I'm currently on the path to have 4 big portfolio pieces done by the end of the year, here's a WIP on the first of them started on the 8th of April. The goal is to have a total 100% playable environment in Unreal, while having everything created from scratch by me (excluding foliage and some materials which…
Yo Polycount, I'm having a bit of trouble finding some info on this topic. The only thing that I've found that comes close is this dead thread: https://www.sidefx.com/forum/topic/53784/ ". . . in Houdini is how to handle copying pre-made modular sections along a curve while still maintaining the original size of the input…
Hey guys! I'm currently studying 3d art fulltime, and on the side I'm gonna build a system shock 2-environment in Unreal. I'm still kind of a beginner both with modular environments and also with working in Unreal so I'm hoping I'm gonna learn lots from this! I hope someone is gonna enjoy watching the progress :) I've…
@JasonLavoie: Yes I'm planning to put it in UDK in the end, but for our little game project we are using our own custom engine that still needs a bit of work=) The lighting you see in those maya screens are lightmaps baked in UDK though. @jimmypopali: Of course I keep a general size that everything has to be based around.…
[COLOR="rgb(0, 255, 255)"]SHOWREEL PIECE 2 MODULAR ASSETS[/COLOR] For the second piece i wanted to demonstrate my ability to make game ready, modular assets with reasonable polycounts, reasonable texture resolutions and completely tileable. I have currently nearly finished 2 buildings (with the possibility of being several…
First off, please excuse any errors as I am new to Polycount. So I have watched some videos (Halo's Sprint Series) where the game designer is building the entire level in a modelling application like maya then imports it into an engine. But I have done the opposite where I build single assets then import them into an…
Collision and lighting calculations are a couple improvements. Object culling is another big plus for using instancing. Instanced triangles are always better than non-instanced. I can't copy and paste from the UDN as far as Unreal goes, but it is definitely a big improvement. Remember that you will always draw the entire…
Ahh so yea block it all out in unreal so that way you can quickly test any mechanics you build, then start to dissect your level into objects and pieces that you can make modular. The workflow from then on out will be to create any modular assets and set pieces in maya as well as any props. Unwrap and texture in you choice…