Im making some fan art of this nice simple corridor scene where Poe is thrown in jail on the star destroyer. Its all assembled from 5 modular parts. Here it is in Toolbag2 so far:
Hi everyone! Started a bit late with the "Path of Wisdom" environment, hopefully I can bring it to completion in time. Here's my initial modular blockout and a lighting test, done in Blender. Not gonna lie, I had a hard time figuring out some of the architectural details. It took me a few tries to finally settle on some…
I decided to improve the geometry of the modular pieces to allow more different usages and to improve the connection between them. This whole staircase is now about 4000 quads. Is it a bit much for a game engine?
Excellent help guys, that article is very helpful. The Shadowrun returns editor is very good aswell. It isn't exactly the style I'm going for, but their modular approach to isometric level building is very insightful. :)
Looking great, i love it, add some dust particle :) Are those all modular meshes ? and did you all do it in nDo2 ? You didnt use pillars from the first posts ?
I second Shepeiro with Unwrapping as you go, especially with modular assets. I like to use XRefs and update changes to a master scene file versus instancing. Everyone has their own workflow.
Thank you for the comment. I plan to use modularity as much as I can without making repeats too obvious. Just trying to save my time and efforts :) Here there are textures for the pier.
Is there a way to snap objects to one another, say if you were lining up some modular pieces? Also can I rotate objects by a certain angle, like 45 or 90 degrees?
Mostly they were not concerned much with modularity, and they had very high res texture targets and polycount goals. Much higher than I was used to. Also, here's a very high res screenie.