This thing is huge.. beveling the edges certainly won't be a waste. Unless the player can't get close to it. You can still use a modular approach.. it's not like using more geo prevents that.
Wow man looking great definitely improvement from page 1 keep studying that anatomy. I think your modular pieces came out great that bench it pretty cool.
Got a little time to work on this again. Started experimenting with some exterior. Made a modular rock and built some cliffs. Grass is super temp. Edit: Here's another view of the rocks:
Could you show how you went about making the pipes modular? It's a noob question I know, but I'm having difficulty figuring out a good way of doing it in Max :)
Seems a little wide open for a horror set, I really like the grate/pipes on the bottom though. Maybe put a solid beam crossing the grate once per modular piece.
I would hand model a few and make it a modular set, a scene made up of entirely unique trees would be terribly annoying to make without something like scan data.
Quick block-out of the scene. Lots of modular pieces so shouldn't be too bad to model. Cut a whole in the back wall to add in some light and added in a few more models.
Sweet work man! Love the smart use of modularity. Its a very original environment, and the editing presentation really helps sell how much work and polish you put into it. Congrats.
Awesome stuff! Glad you found the video from the creator of Tales of Nalstone useful. I should also start looking into more modularity, as it seems to be the go-to-thing now-a-days.
what exactly do you feel does not exist in Max 2018? i have been able to do everything discussed in this thread. there are extensive examples of modular work within Max.