Since the entire scene is repetitive pieces, decided to build a few modular pieces I could work with and unwrapped these few pieces . Imported the pieces to Unreal, and started filling up the initial blockout with the modular pieces and used materials from Megascans library. I thought Ill put in the few filler props that I…
Hey Kali, wicked choice of concept, it looks awesome. Just a quick question, will you do a Modular and UDK block out before creating all the assets in the environment? Your models and bake both look great. They are very clean, have nice details and I look forward too seeing your progress. I might be wrong and I've…
Made a start on blocking out the outside of the boutique for our project yesterday. We got feedback suggesting we try to show the outside of the store to make clearer the travel and connection between the sewing room and the forest for material gathering, since the link between the locations is not very clear right now…
Hello everyone! I have the pleasure to attend a 10-week CGMA's UE4 Modular Environment course by Clinton Crumpler. It is an amazing opportunity to learn plenty of new techniques and build a high standard portfolio piece. I would love to share my progress and get some feedback from you! Idea: I am a huge fan of the Metro…
What's the final rendering setup you want to end up in? Is it meant to be a playable (or portfolio) level in a game engine? Or are you rendering stills out of Zbrush or another DCC? If it's a game engine, modular cliffs are still the best bet. Hidden geo where it penetrates the height-map terrain, or other modular pieces,…
Hey man I started a project like this once but really I lacked the knowledge to complete it! Anyway your modular peices are looking good, just to give you an idea here was how I did the modular thing Also I would get this into UDK as quickly as possible. It will give you a better sense of scale and you can block in some…
Hi there, right now, it's currently on a blocking stage and sorta midway of greyboxing to modular build. The trees are just started off as basic primitive cylinder and just kept adding geometry to it. I try to keep my geometry very simple so I can make easy changes. I try to avoid making the geometry very dense, makes it…
It's been a few days so here's an update on whats been done so far. Update: Used Substance Designer to create 2/3's of my modular texture atlas. Laid out the UV's on my modular wall pieces. I feel like I need to spend more time learning designer as i'm not that happy with the current textures I've made. Somethings off…
Hey everyone, I am a 3D artist with 2 years of experience and almost a year in freelancing, with the majority of my expertise in creating game-ready assets. I’ve worked with dozens of clients, bringing life to their games with high-quality, optimized assets. What I Deliver: • Realistic & Low-Poly Props (High-detail…
For env stuff, tweaking normals (with various scripts that align normals to face selections etc, or with weighted normals) is great to keep your textures modular. You can bake out a key piece piece with a fairly complex lowpoly, and still end up being able to use the baked normal map on modular stuff if necessary because…