Are you talking about modular designed environments for a game with an isometric view? Cause that's what the Sim's is. I'm wondering if by "tiles" you're talking about modular environment/level design.
I think this scene would benefit most from a modular approach. It's crazy-quick for texturing and modeling. There's an awesome tutorial here for you to check out.. Minotaur0 Modular y0!
jusst made some modular assets for unreal 4 "https://gumroad.com/l/modularassets" for more images see "https://www.artstation.com/artwork/unreal-4-modular-asset-marketplace"
If your game is using a stylized look with your modular walls going slightly concave/vex. How do you account for cutouts like doors/windows? As per the curve of the wall depends on the height of the building.
less materials is better in general but it doesn't make any difference whether the mesh has multiple materials on it or not cos it'll get broken up by material when rendered anyway separate parts is a generally a good idea for stuff like windowframes or anything relatively dense since you can re-use it an thus save memory…
It looks like you didn't examine very much of that page. The second link there does a great job of explaining modular texture workflow. There are many more examples on the wiki page. "Modular Environment Design.rar" by Kevin Johnstone is another great one. "Working with Modular Sets" by Philip "PhilipK" Klevestav is…
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…
Hi, been following a tutorial from 3D Eat and have started to create my first modular environment. So i'm just going to be posting my progress here, will be slow as i'm working on it in between collage, driving lessons and general life. So please critique it. At the moment, i'm working on the modular texture, thinking of…
I need to make a set of modular tunnels & caves that are totally seamless(no vertex normal seams, no texture seams) for UDK/UT3. Anyone have a tutorial(=pix) or know how? I have no idea how to fix the vertex normals, or what the proper setup for using tiling texture(s) is on something like this. Thanks... Example of…
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…