Depends on the game. If you have a regular grid, attached can be better. Infinite runner for example. But if more organic results are needed, then modular is better.
these kinds of systems could make town building and modular assets in games very easy and intuitive. I'd love to see this developed into something further
Welcome to Polycount! For the column normal map, try flipping the green channel. For the building UVs, take a look at modular techniques. http://wiki.polycount.net/CategoryEnvironmentModularity
Can you show us the degree to which you broke down the assets to acommodate modularity. Loving the touch with the glowing eyes at the end of the tunnel.
Not sure if this was posted, but this is AWESOME reference for modular environments. There's a LOT of images and instructions deep in here, be sure to look around (projects page) http://www.hirstarts.com/
I'm back with updates! This past year has been busy for me as I enrolled in Think Tank Training Center. However, I've continued working on this collab project time to time. I hit a mental block with the plants, so turned to fleshing out the rest of the apartment. For the walls I settled for a white brick and plaster. I…
Check out Kevin's post about GOW2 bricks. Gears of War 2 modular modeling More here. http://wiki.polycount.com/CategoryEnvironmentDesign#Modular_Design_and_Workflow