Hi! First off I want to apologize for the confusing thread title but I couldn't find an appropiate one for my issue,also I hoped I posted this in the appopiate section. My question is : How to break the boring 'tilingness' when using modular assets.As you can see in the picture posted below the texture repeats itself and I…
Hi guys,I'm making a modular floor. There are 4 different floor types that should look like this (I use uniform colors for simplicity) Also I've got a texture atlas like this I see 2 ways to implement this, but I cannot understand, what is better 1. Create 4 meshes with different UV offset 2. Create 1 mesh and 4 materials…
I'm gona noob it up here and do a modular hallway set in UDK. I actually have a much larger project planned but I'm still not super familiar with all the ins and outs of UDK. For this foray I'm really just looking to lock down a work flow from max to udk, setup proper master materials, become more familiar with some…
lately i've been reading up on modularity and i have some unanswered questions regarding the technical side aka how its done the right way lets say we have a building and want a sidewalk all the way around it. how would this be made in the engine ? would you just make two pieces. a straight one and a corner and slap them…
Hello! I'm working on this modular environment piece for class, I'm finishing up blocking out most of the shapes and props, and am starting to refine the meshes and materials. Most detailing will be done with a trim, and a couple props will be sculpted with unique textures (such as the cactus pot up front and the doorway…
It's because they are separate meshes so the normals don't line up. It's like having a hard edge/smoothing group applied to it. When doing modular meshes like this you need to cover up the seam with either a split in the texture/model that makes sense or simply cover it up with other modular assets.
I have been seeing a bunch of people building modular buildings and large structures out of a bunch of smaller pieces and assembling them inside a game engine. I understand that is offer a high level of quick customization but I am curious if it is the most efficient way of doing things. You can quickly get a high number…
Hello All, I'm working on a game with buildings that will have interiors and exteriors. The plan at the moment is to build it using a modular approach where the inside and outside walls are one piece. I would make several types of wall sections and connect them in Maya and build other buildings with the same kind of…
Greetings everyone, It's been a very long time since I've last posted on Polycount thought it would be great get some critique on a project I am working on for university. My task is to create a dungeon environment for some characters to walk through, I decided to go a modular approach because I want to put this into my…
I am looking to hire someone to sculpt 5-10 high poly modular root formations. The roots need to be able to be used from all sides, as they will be placed haphazardly in the environment to give the visual of roots growing out of the walls of a cave or ground. Examples of the level of quality I am looking for: If…