Is there any chance of possibly seeing the modular components for the walls and how you made them? I am trying to get my head around modular pieces when modelling. I tend to struggle with how to breakdown things if that makes sense, like I don't know how 'modular' to go haha.
I think modularity is a bigger category than a lego sort of set up Modularity includes tileable textures on different geometry, assets used multiple times in a scene just placed differently, grid systems, assets that combine in various ways to make different assets As far as I understand it modularity aims to make creating…
@SimonT : thanks man :) thanks ! well I rely a lot on the grid and try to have my models fit in a bounding box which has power of two extents. (8,64,128,256,512 etc...or 384, 160 in some cases). There is an interesting paper written by Kevin Johnstone which deals about how he approached the creation of modular models and…
First I would have started with modeling a simple blockout of your model and getting it in the engine. Then I would break up your house into modular parts and panels. and model the modular parts of your building that you will use in the end. Look heavily into modular workflows and how to do it. I believe tor frick has a…
ok i gave a reply but then scrapped it, and here i go again The way you are building this can work. One thing you need to be aware of when importing very thin meshes in a game engine, is that the light will start bleeding on the inside. But the way you are making this, it might be okay. The light will bleed on the inside…
Hi everyone I'm currently working on this personal project for learning how to use unreal engine 4, PBR texturing, modular modeling, ... I've chosen this scene because it's pretty simple and contain a good modular elements for modeling and practice tiling texturing. Hope to see your feedback and tips throughout this…
Reminds me of "modular level design", there are a few links in the Polycount wiki with some theory: - https://docs.unrealengine.com/udk/Two/WorkflowAndModularity.html - https://polycount.com/discussion/116526/hirstarts-and-what-he-can-teach-environment-artists-about-modularity/ (There's more in the wiki page) There's also…
It's basically modular construction, with some additional limits to help it attach to another rig (the player). The techniques vary a lot depending on the engine, and the needs of the particular game style. We have some modular stuff in the wiki, but not much about rigs I think. There might be some whitepapers around that…
Yes, you could create modular sidewalk/alley pieces, and then modular wall pieces for the buildings. There are a number of tutorials out there that explain such a workflow. You can find one here as well: http://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1 Can't critique much else until the blockout…
I'm working on an environment that includes ruins.Here are early setup of modular pieces in the viewport..I'll try to derive some more modular meshes from existing resources.After that I want to import them to the UDK.Really I gotta wrap my head to that modular stuff.And yeah I need some critiques as well,thanks. Currently…