Rogelio, thanks for sharing your workflow, this is great. Also great to see you're efficient with your methods. Added to the wiki! http://wiki.polycount.com/wiki/EnvironmentSculpting#Tiled_Cliffs_and_Grounds Can you talk a little about how long it takes you to generate your sculpts, textures, and models? For example the…
That's pretty easy; take a cylinder and delete half of it. Model it into a shape you want to get and then apply a symmetry modifier. Rotate the mirror by 45 degrees and do the same for each side. Viola :) I will add some ribs to it though, to cover the transitions. It's really hard to get seamless lighting on modular…
QFT. After making myself work out some epic floor layout from scratch, figuring the least amount of modular pieces required and trying to transfer it into 3D I sometimes just start bashing my head on the monitor after 2 hours and come back much later than if I just paused for a few seconds.
If I were you, I'd break the model into more modular pieces. For elements that are large and you can't do anything to break them up without creating seams in the lightmap, increase the lightmap resolution. Like Marchwarden said, be sure that every separate surface has its own pixels. Overlapping on a pixel mixes the…
Positions still open Update on GDI Rifle The rifle has been produced in a modular fashion in order to allow operators to customize their weapon to better suit their role on the battlefield. The carry rail and iron sights are removable to make room for optics. Modules not pictured; under-barrel shotgun, suppressor, night…
Some more objects for the scene gonna post video of the scene soon. Hopefully with Lightmaps and textured ground. Crits/Advice needed :) Neon Light above the Doors Rock sculpted in a modular way, so i can build little rock mountains ^^. In UDK This is ground Shader im working on. Still not sure if those textures are the…
Came looking for good info. I am disappointing. So ill throw some help to anyone wanting to start udk. Udk forums - Goldmine Mesh painting - Handy as crack Particles and all sorts of strange - Micahpharoh's goodness Zest foundation modular greatness UDK central - everything and anything Pretty much what i got on udk.
Basically the most imporant thing for buildings is making modular and tiling textures that work well. This thread has a lot of good information, http://forums.cgsociety.org/showthread.php?f=39&t=444791&page=1&pp=15 For buildings you don't need to bake everything, generating normal maps with crazybump or nDo2 can work…
@Tzur_H Thank you ! I actually made a corner piece but i rendered it flat on my substance viewport, Later on i will show all modular pieces ;) Good point on the 90 degree angle ! Didn't think about that yet, i'm gonna modify my corner piece a little to give it more of that rounded look ! Thank you for the feedback ! :)
The most common way to create buildings and modular sections for games is to lay out your texture sheet first, or while you're creating the model, and then mapping the geometry to the texture. This means you'll have a ton of overlapping UVs fit on to the same sections of a texture sheet, which is a little odd if you're…