I'm about to start digging into building my first modular environment and was curious where it was best to put the piviot point in relation to the depth of the wall. Do people tend to build ontop of the center line with geo in front and behind (A), Behind that center line on the grid (B), or infront as seen in (C) I've…
Hello all Found a way to do organic modular work that produces an almost unnoticeable seam. At the moment I am just testing it on tunnels but it looks to be a viable solution for creating organic modular pieces. I have been searching for a while now and most of the solutions are stagnant and repetitive, this way you wont…
That's fairly normal in a block out stage to have all odd lengths. You are just getting a feel for the general space there. One of the major points of greyboxing is not to be locked into things like having one random wall being 11.312m long. if you intend to go on from there to develop a modular set from that, modular has…
This is a project I'm planning to release in a pack as an asset. I want to focus on the modularity of the pack because it's my favorite part of this project. I also wish to make it as flexible as possible for the user. I've unwrapped my current set of objects but I’ve yet to properly organize them all. I would ask for…
Hello Poly counters! I've not been here in such a long time. I've left the game industry due to family circumstances and I'm now teaching at a University in London. I've written a blog on the simple basis for modularity and wanted to get everyone's two-cents. Eventually I will also write a blog on advanced modularity (more…
I posted my questions a few days ago under jacob07777's [UE4] Modular Building Set Breakdown, but the topic may be a bit old so I think I should create a new thread, and hope some expert out there can clarify things for me. These may be noob's questions as I recently want to expand my knowledge to environment modeling:…
I'm sure a lot of people have run into this - you have two modular sections of geometry, snapped together with verts in exactly the same place ... and yet on the seam between the two modular pieces you get small glittery lighting artifacts. Is there any way to solve this without actually putting an intersecting geometry…
Hey everyone! I’ve been working on a Modular Hell Castle environment for Unreal Engine 5, and I’d love to get some feedback from the community. The goal was to create a dark gothic fortress that could fit into dark fantasy games. https://www.youtube.com/watch?v=RDZuX-wOvb4&t=2s
any help guys its important for my subject :) theres around 10 question all related to 3d modular. please help me you can answer it here : 1- What is the
better way to match the modular pieces element model with independent pieces
elements of the environment? 2- Nowadays
there is snap tool that allow snapping using vertex…
Just some various technical questions regarding modular sets and best optimized practices. - how many materials is too much for a modular set? Lets say a city building? I currently have 1 trim material (thats doing most of the work), 2 tiling materials, 1 unique bake for intricate details/sculpted pieces. I believe that's…