Still other questions need to be answered first. 1. What time period was this made? Medieval times? WW2, Modern Day, Future? 2. What is it made out of? Wood, Concrete, Metal... 3. Do you go inside? 4. How close do you get to it? 5. How damaged is the structure? 6. Is it abandoned or upkept All important questions to be…
I have a train that Im texturing. Im using a trim sheet that I will probably vertex paint with another dirtier/worn version of the same trim sheet, but for dirt leaks, Im deciding on using decals or adding in a 2nd UV channel. Any advice here on what would be best? Also, should I make this train in modular pieces, or does…
Questions: 1. Is it necessary that all assets/models to be made should be a potential procedural/modular? 2. If for example you are going to make a modular wall to be reused over and over, is it important to unwrap it in a way that it'd be seamless once it'll line up with the other wall? I wanna have an established idea…
Hello community, I wish everyone a wonderful day. I have a question related to Texel Density. Currently, I am working on a medieval village map for my personal project. I want to establish a Texel Density standard for the majority of the modular assets in my map. I understand that, except for unique objects, the meshes in…
Generally speaking, if i'm reviewing your portfolio I want to see variety. Even if you specialize in guns I want to see a variety of guns, not 37 variants of an m4. Since making modular weapons takes a lot more time and planing, in the time it took you to create that modular m4 system you probably could have created 4-5…
I'm happy to show the latest project (at least a project where I'm allowed to show it) I did with Pure3d. The project was quite big for one person and needed to be done in 4-6 weeks. It's a prototype for virtual training so not really for a game. Basically it's a visualization of Lashkar Gah located in Helmand Province /…
generally.. any argument i hear about UDK not being able to support the geometry is complete rubbish. here's a few notes. 1. UDK occludes all nonseen geometry, therefore if you are inside a building, in a room, nothing else is being rendered on the outside of that room until you walk out of it. an object behind another…
I have changed my plans with this project and will not be making a skin system in UE5 as it would take too much time to both learn and make. Instead, I have decided to create a sort of "modular kit" with different variation of weapon parts. Only proper texturing and normal map skewing have to be handled before this is…
Not exactly sure what you mean by modularity pieces. Depends on the level/area, but most stuff is modular, and few stuff is tfrag (or non-modular). Here's some shots of the level above with some draw overs. The multicolored image shows things that are repeated in the shot, though almost everything is modular. And the red…
Crytek suggest to use big chunks for using mudular pieces in their engine. I believe you can read about that somewhere in the documentation but it's also what some of their artists told me. Basicly for a building you wouldn't make a module for each window piece but a big module that covers 2-3 floors of the building. As…