Yeah ive done a bit of that mainly in skyrim and bioshock infinite, skyrim can give you some fantastic ideas for cornerstones modular design etc and the best thing is you can crack open the models and get them into max, which really gives you a look under the hood.
thanks guys, [not happy, but just to show the update] 1. New composition shot 2. Brick wall texture lighten abit New Problem. I made the modular walls, with non overlapping UV.. Yet I get some seem on Lit Mode. Any ideas whats going on ?
If this is for a game, you should be using a modular technique to build the environment. http://wiki.polycount.com/wiki/Modular_environments First you create UV and materials for a set of interchangeable pieces, then you build the environment. Some assets, like the floating pear in the back there :) can use their own UV…
So here is an update i hope this shows my modular system for the new character hope for some good critics. http://youtu.be/ryvgQ-wVVhY by the way the character is fpr my new game project. The Carakter have 1.5k up to 2,3k Verts and use 3 Texturesheets 512²
No, I was planning to do that (I agree that it would add a lot), but basically ran out of time. I had a few false starts with the environment assets while I tried to figure out how to make it modular. I would like to go back and redo a lot of the environment stuff.
Finally finished this art piece. Took a lot longer, but I learned a lot from this project. This project was focused on creating a modular set. Everything is using a tileable texture except for the door which is a unique piece. For textures and more shots, check it out on artstation https://www.artstation.com/artwork/o9w6J
Looking for an environment artist specialized in stylized PBR. Either hand-drawn or procedurally generated assets. Must have experience making modular tiles/pieces, trimsheets, etc. Experience laying things out in Unity3D a plus. Example of concept art you'll be working off of: Please email earthromancer@gmail.com with…
Hi everyone, I'm trying to understand environment art for games again. I've been away from it for a long time (like 10 years) doing visualization work, and the production pipeline for that is different, to say the least. I created this fan art of the church from Final Fantasy VII Remake to practice utilizing modular pieces…
Typically for form-fitting armor like this, the final lowpoly in-game mesh will all be attached/welded into a contiguous mesh. Including the gray parts. Reasons you may to keep them separate: 1) modular character with swappable parts. 2) you need flesh under the armor to slide around a bit.
im gonna at least try. i was looking at it and was thinking of all the ways i could make custom alphas in illustrator and bring into zbrush as alphas. was think of the castle courtyard and seeing i can make some modular pieces i meaj the one window arch repeats like 17 times.