What I mean is that Doom 3 environments (the most typical techbase ones) are built from prefabricated pieces, elements, of metal or concrete. Such as floor plates, or wall panels. A lot of these are quadratic or rectangular, because Doom 3 used tiling textures (well, materials) with sizes such as 512x512 or 512x256. So if…
Curious what the general consensus is for placing pivot points for modular assets? I’ve seen back right, I’ve seen back left. Is one better than the other?
Hey I was wondering how do I got about modeling (modular) arches that are curved such as those in the picture. Would I take a straight arch and use a path deform?
Hiya, I'm making a house in the style of Oblivion: Here are the wires. Each different modular piece is colour coded so I can keep track of them: Cheers! :)
im working a script to help export out levels to UDK thru Maya. This building was created with Ninja City. It is set up to be modular.. there are 9 modules that make up this building.
Design first, then blockout, http://www.bendarling.net/index.php?page=levels then replace blockout with modular pieces. http://wiki.polycount.com/wiki/Modular_environments