Your UWV is anything but modular. Have a look at the articles listed on the Polycount wiki and see how they handle textures. They generally use a single, tiling brick texture, and they instance windows and details and such- like this:
wounder if anyone knows of a good approach to build something like this ceiling was organically trying to use curves and loft, but i really don't know how to work in the spots for the windows into the main arch. thinking i could worry about the main arch of the ceiling first, than cut a hole where the windows are and…
that couldn't be achieved by 4 quads? Ah I see he made some broken grate. So as a modular piece, that broken grate repeating make sense? Just wondering. I'd use a decal or something.
Working on these for the background of a game we're developing, (2.5 D Platformer). Six panels in all, made to stack and mix and match. Basically a rectangle with DIFF/SPEC/NORM. Here are two. Critique welcome!
So I've been looking into creating assets for this sandbox GTA type setting where I need a lot of variants of such but I'm having trouble working out a method where I can have curved tiles and such without any of this distortion, any help on a certain method would be great. Current Effect Desired Effect - Smooth Curves…
these might help (I googled "max snap modular scale") http://www.polycount.com/forum/showpost.php?p=1098044&postcount=22 http://www.chrisalbeluhn.com/UT3_Modular_Snapping.html http://www.thiagoklafke.com/modularenvironments.html
Hey guys, so after seeing all of the incredible sci-fi art recently, I decided to spend an hour during work making something half decent resembling sci-fi. Here's my attempt: Roughly under an hours worth of work. Going to be starting up a big project soon, so critique away. (yes, I know the type-text is terrible!) Thanks!…