Questions: 1. Is it necessary that all assets/models to be made should be a potential procedural/modular? 2. If for example you are going to make a modular wall to be reused over and over, is it important to unwrap it in a way that it'd be seamless once it'll line up with the other wall? I wanna have an established idea…
Generally speaking, if i'm reviewing your portfolio I want to see variety. Even if you specialize in guns I want to see a variety of guns, not 37 variants of an m4. Since making modular weapons takes a lot more time and planing, in the time it took you to create that modular m4 system you probably could have created 4-5…
I'm happy to show the latest project (at least a project where I'm allowed to show it) I did with Pure3d. The project was quite big for one person and needed to be done in 4-6 weeks. It's a prototype for virtual training so not really for a game. Basically it's a visualization of Lashkar Gah located in Helmand Province /…
generally.. any argument i hear about UDK not being able to support the geometry is complete rubbish. here's a few notes. 1. UDK occludes all nonseen geometry, therefore if you are inside a building, in a room, nothing else is being rendered on the outside of that room until you walk out of it. an object behind another…
A sword kit of a poor samurai hope you guys like it ;) i made it as a game-ready modular assets Modelled in Blender, textured in Subtance Painter and rendered in Unreal Engine 5 Follow me on Artstation: https://manhha_khan.artstation.com/ !
Not exactly sure what you mean by modularity pieces. Depends on the level/area, but most stuff is modular, and few stuff is tfrag (or non-modular). Here's some shots of the level above with some draw overs. The multicolored image shows things that are repeated in the shot, though almost everything is modular. And the red…
Crytek suggest to use big chunks for using mudular pieces in their engine. I believe you can read about that somewhere in the documentation but it's also what some of their artists told me. Basicly for a building you wouldn't make a module for each window piece but a big module that covers 2-3 floors of the building. As…
I have considered going modular but I opted against it since there wouldn't be a lot of reusable meshes in this particular building. Should I go modular even if it means building modular pieces that are only going to be used once? If so, how would that improve my efficiency? And if I am right with doing it this way, how to…
Hey, Yes there are unwelded seams because those are modular pieces. I assembled the scene in 3ds max as a modular environment as alot of studios do modularity and it has obvious benefits. in this example I had made sure to have a more reasonable scale. It was definitely well sized and good relative to the camera. If unity…
Hey again everyone! I've added some stuff to this project over the past few weeks. Primarily been working alot with Trim sheets and modular assets to set up a good base for efficiently producing the larger assets I need as well as squeezing out more polys, minimizing on draw calls. These trims are basically using the same…