Looking for Rigging specialist to modify, strip and optimize metahumans rig so we have a de-cluttered, smooth running non modular (metahuman system) rig with the same operating level. Need to also add some additional controls with helpers and blendshapes that involve NSFW work, must be comfortable with this. Required good…
@Buchananball Thanks! I'm definitely planning to use the modular workflow for this project. I already created some of the modular props including the pipes(3 parts), floor and wall, panels, wires, and monitors( 3 parts ). That's pretty much what I can think of now for using modular workflow. Rest of the props are unique.…
@Mr_Drayton: Thanks Mr_Drayton. I will post other modular stuff I have too, that are more sophisticated :) The thing is I am all about procedural level generation, so I have to make stuff modular. But A LOT of people in this thread make far better modular geo and textures here, and what I think should become the standard…
So if I'm working on a game that will make use of modular pieces from which the player can build their own vehicles. Is it best to use a dynamic texture atlas or a texture array? If I'm understanding this correctly, it's 1 draw call per shader(material) but if I have 3 modular pieces using the same material with 3…
Hi everyone! I'm new to this forum. I'm a student in Game Art & 3D Animation and I just recently finished a school project focusing on modular assets. I decided to create another environment with modular assets. After watching Brian Recktenwald's masterclass on environment design, I decided to apply his workflow. I made…
Hi folks! I posted here a few months back and got a lot of great responses--unfortunately, the artist we hired has had to step back due to family issues, so we're looking for someone to pick up where he left off. Our studio is currently developing a fantasy strategy RPG in Unity. The game is 2.5D, utilizing 2D character…
It really depends what your goal is. If you want flexibility or your scene is going to be large then a modular workflow wins hands down but if it's a one off or smaller scene then what peanut has said would be an easier way to go, just model all your buildings as one static mesh. You can always add an extra material for…
Hello! These are the living quarters on board the spacecraft. The level will consist of three bedrooms with bunk beds, a general toilet combined with a shower, and a corridor. Since this is a modular environment, I started by creating a level map out of cubes representing individual modules. The next step was to create…
Hey guys. some questions here. How are your thoughts about the uv mapping, how are you planning it. looking at tutorials like "CREATING MODULAR ENVIRONMENTS IN UDK" from Thiago klafke http://www.thiagoklafke.com/modularenvironments.html or 3de motives "Modular Building Workflow"…
Your shading issue I believe is due to vertex normals, it's common with modular pieces like yours that you will have to tweak the edges to have them connect smoothly shaded with each other. So select your modular piece, and turn vertex normals on and you should see a bunch of lines poke out from where your vertexes are,…