It's amusing to see that legacy of Bryce 3D lives on :) I mean. Back in days, Bryce's Deep Texture Editor was one of most interesting solutions for making procedural textures. Though it was not fully modular, but surely was one of notable stepping stones together with Art of Illusion and some other software (i know you…
A good start! This is going to be a bit of a wall of text, but I'm just dedicating a paragraph or so to each image you've given us. First, for all the examples, tone down your normal details. It's a common mistake with beginners to add a whole lot of gritty and really intense noise to their height/normal information,…
Ah. Don't use a giant single texture for larger assets. Use tiling textures, and straighten your UVs. See the modular section of the wiki for procedures. http://wiki.polycount.com/wiki/Modular_environments Look closely at how real boats are constructed, how the planks are laid out and bent into shape, then conform your…
One more important aspect of this (depending on the implementation) is that by using trim/modular textures with these bake independent meshes, is that you reduce the needed texture memory even more, by reusing the already small trim textures across multiple assets. At the end of the day, with smart planning, you can cut…
Hmm, now I am thinking of modeling some of these locations (like the church or the interior above it) in modular pieces for UDK and using these panos to create a cubemap reflection. I wonder if that would work and if it would look significantly better than the reflection from a cubemap actor recorded ingame. Really nice…
looks sweet man, esp. for school work! "modular building" looks fantastic On your hallway/research facility or whatever , you have scratches just flooding entire surface, this is a very fast way to get stuff to look worse/amateurish. I would say either localize them more to the edges of stuff OR if you're trying to get the…
Newest updates. Getting the modular stuff down a little. I think I finally am figuring out how to do more complex shapes and still keep them sqaure/power of 2 on the atlas to make my modeling easier. I need more variety. Anyhow, here is the first wall/ceiling segments done. I got the trial version of Ndo2 for these so now…
here's an update: little by little I finally finished the guard's armor (which in the video had regular clothes but was barely noticeable). all of these armor parts are modular and are actually different items in-game that can be equipped and unequipped (if you manage to kill a guard and loot him!) here's a screengrab…
I assumed it was always done in the texture but it looks like even in recent console games the trend is to actually model them, at least when the sidewalk system is modular. It wasn't the case for GTA V as far as I could see but in Fallout 4 each curb piece is actually geometry. I figured if it's okay to do something like…
Sculpt those rocks! There's no way around it. Pay attention to your silhouette and negative space. You can and probably should take a modular approach to it. 1. Make a few unique sculpted rocks. 2. In the editor, rotate, scale, and place them intersecting each other to make it seem like larger rocks. Here's a video of Ben…