@Eric Chadwick Thanks Eric! It is a modular set, around 10 different pieces, which snap together. I guess my mistake was to use the same base for everything. But each has a different texture assigned to it. I will look into blending.
Look good so far , this shot is realime ? .. i hope that you are using tiling textures for texturing . in this one you have a lot of tiling texture and use decals to add dirts .. ect and modular pieces , i hope this help :)
Hey - finially had a chance to work on it yesterday - here's the updates. I apologize for the rendering glitches - but otherwise I made the hill mesh a little larger, added details and chamfers to the architecture, and broke everything into little interchageable modular pieces.
you can export BSP in UDK. it's under File>Export>Export Selected (select the BSP face you want to export) I do it all the time to ensure that I have the right measurements for modular pieces I'm making.
Repetition of tiling textures and modular elements can be broken up in a number of ways. Material blending, decals, prop placement, lighting, etc. Be sure to check out the polycount wiki if you haven't already, there's a lot of really useful info there.
This isn't how most modular game assets are designed. Instead, choose a pixel density to work towards, and use that as a rough guide when creating each individual asset. For example 4 pixels per centimeter, or whatever you decide.
I saw this on twitter and lost my shit, very nice style to the scene! I'm looking forward to the breakdown to see just how snefer-style it is in it's modularity. Is the moss on the tank(thing) shader based? Love the grass by the treads too.
I think the modularity approach you went with was a great start. Sometimes it is far easier to have a perfect something, then destroy it. It can really help to bring out the realism. Keep up the hard work mate, and grab lots of reference.
Very cool, this is shaping up nicely. I always love to see projects like these. How much of this is modular? Are you just using one a few different trims? I'd like to see the texture sheet so far! :D
That would take a lot of textures to bake each corner, you should add a little chamfer or let the rough edge and do only tileable texture HP, but if its modular you can do the HP for everything and reuse those.