High-poly lockers for the modular environment. I modeled one complete locker, and then instanced them across. Also the base to the lockers is a separate piece. That way the lockers, and the base can be positioned anyway needed. I am new to modeling assets for a modular environment so hopefully I have the right mindset.…
I'm working on a new environment using a different modular technique. Everything is going to be lined up on the grid so I can easily copy and paste the modular sections and create a building in UDK. This is the reference image I'm going to be working off of: For the texture I aligned each modular part to the grid as in…
I don't think there's really a specific name for the process of creating modular texture sheets. If you're looking for a tutorial I'd check out 3dMotive's Modular Building tutorial. They go over that exact process. The texture you posted actually isn't a modular texture like you described, but rather a unique texture…
Hi there! It’s been a while since my last thread, I’ve been... kind of distracted and busy but I’m focused now in finishing this Sci-Fi Corridor. I’m making it modular so I’m just gonna use a single texture for the whole sheet, as always I’m gonna render and build it in UDK. This is the first screenshot from UDK, It's just…
Working on a modular Greek/Roman architecture set. I have never done anything that has to do with modularity. This is also my first building model. Still have a lot to learn and reading up on modular workflows. The column shaft is separated from the top and bottom I'm not sure if I should combine them as one mesh and just…
I've done tunnels and lots of wall sections via path deform and modular sections, and it definitely works quite well. For many architectural element, a modular approach is definitely the way to go. Depending on the type of game, you may not be able to do everything in modular sections, but for many man-made architectural…
Yes. Modular environment pieces and tiling textures is roughly what you are after. I wouldn't even try to texture the modular components in the way you generally do for props, but use multiple different materials, decals, and overlapping UVs etc. So substance painter might not be the best option for this type of workflow.…
The latest 3Dmotive modular tutorial video covers a building in the same era, could take some things from that, http://www.3dmotive.com/product-modular-building-udk You want a good amount of size for each modular piece, you'll get a few barely visable seams in UDK but the beauty of the pillars is that they can be floated…