I've been working on another modular dungeon for some time now. Compared to the previous project, I made it very difficult to add vertex painting blend and parallax occlusion. There will be a lot more props.This time the main source of inspiration was Gothic architecture and Witcher 3. Key references: Here's what's at the…
I'm working a project where I'm making a modular set for multiple buildings. The current plan is to use Substance to help add variation between buildings. Is there a way to instance substances like you can instance materials? Or would it be better to just remake part of the Substance in the UE4 material editor, and…
Hi all- I've been building my first modular building in UE4. Still a lot to finish in regards to texturing, i.e. windows, tileable mats etc,. I referenced the "Bolton Town Hall' Building in the UK for the design. I have one trim sheet created so far that has been able to cover a majority of the assets. Any feedback would…
I've decided to do classic of modular modelling and i've made Sci-Fi Corridor in Blender, Painter and UE4. More on ArtStation HighPoly, Lowpoly. Models are divided into 4x 4K sets with ~4.8 px/cm² texel density (it have 3m heigh). And one 1k map on floor. What do you guys think? What can i change/make?
Hello everyone. We're looking for a 3D artist who is willing to accept an upfront payment + royalty offer. Our budget is limited but we can afford to pay a low hourly rate and afford profit percentages for anyone who is willing to working something out with us. If such an arrangement isn't acceptable for you please hold…
Hey Guys, after searching around, i decided to make a modular scifi environment. (in UDK) I recently watching some Tutorials and want to create a good start/workflow.. I think that ndo2 will push it alot, here some results. I have only a a issue that my "planes" look so flat, maybe its better to model a highpoly out and…
Hey guys, i have a tiny problem with baking out AO Maps for modular pieces for my game-environment. I have a piece wich is a 4 meter entablature. When i bake out an AO map i have light strips on the edges, where the pieces stack together. Its like the a kind of light-bleeding... Anyone know some trick to avoid this in such…
Hi, I'm currently working on a portfolio project and I want it to contain a modular castle. I went to polycount forum then I saw this picture from Kevin Johnstone from Epic and I wanted to reproduce them in 3Ds Max, but I just can'T achieve the result of the two pieces that I marked. Can anybody show me some sort of step…
Here is a sci fi scene that I have been working on using a modular workflow. I created all the textures first, and then modeled everything thereafter. This is a first pass, and I will really be going through and tearing out the back end of the ship for a future update, but here is where I am at now. This shot is rendered…
I know basic stuff like power of 2, using maya i set my grid as 1024 with 128 lines and subdivision 4. I try to stick to the grid but when i scale within maya it doesnt do that. How should i scale objects freely while knowing its still modular? And when i rotate 45 degree angle its out of grid and doesnt line up. What else…