Sounds cool. portfolio: www.georgesokol.com Contact: georgesokol@yahoo.com Used to bmx myself. I'm familiar with modular world building. I do a lot of modular asset creation. Also I'm very familiar with Unity. I use it on a daily basis. Hope to hear from ya
stuART_3dee - Awww, that stuff looks really fantastic! Nice :D Working on a bridge, Pandaren concept. Using it to study modularity, and when I'm done with it, I plan to make another building using the same modular pieces. Should probably start a P&P thread for this soon:
Ive built a couple of things over the years to dump content out from max and maya to unreal and I've come to the conclusion that it's very useful in very specific circumstances but it's generally best to work in editor for larger scale compositions. eg. When I'm blocking out I'll build a whole house or floor of a building…
Hiya guys! It's about time I keep a journal on the progress I make on all of my environments. I will be focusing on environments and props most of the time, there will also be some Unreal related stuff such as blueprints and shaders setups perhaps but we will see about that. For now just some environments I already…
Hi, I have been tasked with establishing a modular environment workflow for buildings using 3DS Max's XRef system, the main purpose is to work in a non destructive way using one master scene per building constructed from Xref-ing multiple sub components (door frames, support beam etc.). One issue I keep running into is how…
what happens when you dont lightmap it? looks like lightmap uvs to me. Also, as far as if this should be modular goes- do you plan to reuse those pieces on other buildings? If so, then make the parts you want to reuse modular. Otherwise just model normally.
I was wondering if it's supposed to be unique. Not that you hack away at it forgetting that you should be using tiling textures/modular approach mostly? If I was to make a game of that scale where you'd see many buildings with different destruction stages it'd definitly make sense to keep it super modular.
Check out the work from CGMA student Christen Smith , who shows us how he created an amazing modular set that he did Anthony Vaccaro’s Organic World Building class with CGMA. Intro Looking back, I believe my last article with 80.lv was almost 2 years ago on the Dead Space Cockpit, which in hindsight was at a very high…
Hello again Polycount! Building a modular scene in UDK and I got a lot of block-ins so far with some basic textures to get a feel of the "look" (all subject to change). There are missing pieces to this and the skydome needs some work, but until I post again, hope you enjoy!
Haha awesome! I think the tutorials are very complementary to each other. In the office one I focused on modular interiors, and this one is more about "free form" exteriors (though they are still kind of modular, and would be very easy to just plug interiors using techniques from the Office tut into these buildings).