Hi folks, I tried to post in the original thread but it seems to have expired. http://www.polycount.com/forum/showthread.php?t=77539&highlight=modular+problem+seam I have a question though if anyone can help. It seems that the thread essentially boils down to (I think): use planes instead of cubes for tiles. I came to this…
I'm using Source because i have 5+ years of experience with it and honestly don't want to spend several weeks/months learning udk or crysis. [aka lazy ^_^] I'm using Alien swarm as its the only source game where a scifi-esque modular tileset makes any kind of sense. Some of the stuff i've done till now. brushwork section.…
Modular Sci-Fi Room that I made a couple of months ago for my end year project at HEAJ. I set myself the challenge of doing that from scratch in less than 20 days. So it's was a great experience to see what I can do on short deadline. No baking process, every normal map details were made in NDO (Only the bedsheet is…
Pipe entry/exit Base wall (holes for lights) and elevator track sections that tile together Base tile, 1/8 tile talle, 1/4 tile wide, used to break up layers between tiles Skirting Assets to create a modular border Simple Pieces that Instance to create stairs More Examples of modules working together Start/end and repeat…
i have a business proposition for potential 3D artists. anyone interested in making modular apartment and industrial buildings with me? And then selling those asset packs on Unity, UDK, turbosquid. im perfectionist, so quality of assets will be high. it would be collaboration, and the reason i am asking, is because all…
While we're waiting for the GECK to drop, I've taken up a few projects to get back into 3D work. It's been a loooooong time. The Chinese Assault Rifle was notably absent from Fallout 4, and since nobody on Nexus had taken a serious stab at it, I figured I might try my hand. While I did sneak a peek at the high-poly model…
Hey everyone! :) Just finished up this project created in Unreal Engine 5. This one ended up being more challenging than I initially expected, especially when it came to getting materials like snow/frost to read correctly and working with decals. That said, I learned a ton throughout the process and I’m really happy with…
Alright, so I am working on some modular walls for a building system in a survival game and i'm fairly new to UE4/Asset Creation. I am having a hard time getting the seams to line up correctly and after I build the lighting some of the walls get darker like their lighting is messed up. When I created the UV's for the solid…
I have been researching environment art for games for some time now and I came across trim sheets and modular assets. I am still confused about the workflow. Ex 1 : https://www.artstation.com/artwork/rR2weE This guy made the high poly in zbrush first, then textured it in substance. But won't this make a unique material for…
Hey guys! Here is the project I presented for my 5th-year game art graduation exam, my goal here was to create an environment from A to Z because I want to work as an Environment or a Lighting Artist in the video game industry. For this project, I mainly focused on modular assets and I wanted to improve my foliage creation…