Is there any chance you'll be porting some of your guns over to Arma3? I think your guns will definitely shine in that engine, and with weapons being modular, would be great for your weapons as well. (optics, for grips, torches are all seperate elements to the main weapons, and are attached in a modular fashion in game)
for anyone whos starting out, i would recommend: composition & lighting Usings a couple tiling textures and trim textures to do 90% of your environment prop creation (high-low poly) Modular environment creation (although 3/4 games ive worked on havent been modular)
Hey I was wondering if anyone knew if the 3dmotive tutorials were any good. I was planning on getting these tutorials. 1.Sci-fi Modular Floor Workflow 2. Modular Building Workflow 3.Advanced Mesh Paint with UDK 4. Creating Terrain with UDK I trust the opinions and feedback from the people at Polycount and thanks for the…
Haha awesome! I think the tutorials are very complementary to each other. In the office one I focused on modular interiors, and this one is more about "free form" exteriors (though they are still kind of modular, and would be very easy to just plug interiors using techniques from the Office tut into these buildings).
Im amazed! how would they even do the animals - I mean if they were modular bit like in spore I could understand it but the promo video shows things like dinosaurs and antelope that look like 1 solid model with no modular pieces so how can they have procedural animals?
Solved it: This is a known issue when using the modular elements. You need to decrease Static Lighting Level Scale to 0.1 and increase Indirect Lighting Quality. You will then get more samples of the light and the light will be built more accurately. Source:…
Yep leverage modularity, be it interior or exterior level design. I'm far from cognizant with the discipline myself but in order too further understand (...somewhat) the art creation process I typically turn to 80lvl for a leg up most of the time: https://80.lv/articles/understanding-modular-environment-design/
Just grabbed the game on PC and loving it. Would love to see more of the modular stuff if possible. We're doing a modular design project at school as well. All though too late to do anything about it in my case, I'd still love to see more, to learn, understand, embrace, applaud..
I'd love to see how you tackled what makes up the front corner piece of the concept with modularity. I remember playing the Force Unleashed and they had weird corners like that, I wondered how you could keep it clean. Do you mind posting the individual modular pieces?
Eric Chadwick said: I think I misunderstood what you were referring to with modularity. The game is a bit similar to Islanders and Kingdoms and Castles so I wasn't sure how it could be modular and still recognizable but reading a couple of more articles, I see what it means. Thanks for the resources!