im trying to do something i see a lot in games...but not sure how it is done. setting up a modular character. so i figure doing a multi sub in max so each part has its own map would be the best way of going about this... but baking out normal maps with a multi sub or taking it into zbrush both seem to not work. so breaking…
Hi! I finally decided to prepare modular set and I have to say it was a blast. It has 43 base parts which share the same UV space which you can use to build as many variations as you want. Also 3 different sets of 4K textures for more variety and 5 already assigned meshes. All renders were done using real-time rendering…
Hello guys. I got a problem and need your help. I want to unwrap a piece of geometry that is a part of a modular building (at this stage its only a grayboxed model). I want to use tiling textures and so I need to make the tiling wall piece to fill exactly the horizontal space uv the UVs. How do I do that in Max? I know…
Hi everybody, I would like some opinions about the environment I'm working on. Here's an image: here you can see the modular pieces I used: I also was wondering if it is better to divide the arc like this: or if it is better to keep like this: However, in the last example, the face between the small windows isn't totally…
I finally finished my modular sci-fi office environment. Trailer (See it in dynamics): https://youtu.be/4NFZIc-zCCA Artstation (Better pictures quality): https://www.artstation.com/artwork/19oAK Walkthrough (Live gameplay): https://youtu.be/-l-q1TAms1M Now available on UE4 Marketplace This office is a part of the Skyfall…
Hi! First off I want to apologize for the confusing thread title but I couldn't find an appropiate one for my issue,also I hoped I posted this in the appopiate section. My question is : How to break the boring 'tilingness' when using modular assets.As you can see in the picture posted below the texture repeats itself and I…
Hi guys,I'm making a modular floor. There are 4 different floor types that should look like this (I use uniform colors for simplicity) Also I've got a texture atlas like this I see 2 ways to implement this, but I cannot understand, what is better 1. Create 4 meshes with different UV offset 2. Create 1 mesh and 4 materials…
lately i've been reading up on modularity and i have some unanswered questions regarding the technical side aka how its done the right way lets say we have a building and want a sidewalk all the way around it. how would this be made in the engine ? would you just make two pieces. a straight one and a corner and slap them…
I'm gona noob it up here and do a modular hallway set in UDK. I actually have a much larger project planned but I'm still not super familiar with all the ins and outs of UDK. For this foray I'm really just looking to lock down a work flow from max to udk, setup proper master materials, become more familiar with some…
It's because they are separate meshes so the normals don't line up. It's like having a hard edge/smoothing group applied to it. When doing modular meshes like this you need to cover up the seam with either a split in the texture/model that makes sense or simply cover it up with other modular assets.