Thank you for your kind feedback. I’ll be switching to a new posting format going forward. More focus and short. As part of my interior asset development, I’m focusing on trim sheets and modular workflows to build out the interior environment. ★ Interior assets breakdown. Maya [Modelling] ★ Close-up of Ceiling and Stairs.…
@StarbirdUlt Nice progress :+1: I would note the lighting makes it hard to see the environment though. Looking forward to see that trim-sheet applied to some geometry. To that point, I recommend previewing it applied to different situations while working on it. Also at distances the final renders will be - at greater…
I'm looking to create 3D stylized assets and props of various Solarpunk styled scenes like this example: (source: https://www.artstation.com/artwork/dOxBwe ) STYLE I'm targeting a cartoon/anime stylized style similar to "Valorant" or "Borderlands 3" or "G.I. Joe: Operation Blackout": Another example of the targeted…
No scale issues here :poly121: I know what the problem is. The FBX export script I use is scaling my fixed grid to UDK units. The reason I use the fixed grid is for modular work on a large scale: This pic is my actual height map exported out of UDK. I could just build "kits" and build them into the terrain in UDK but I…
You can take one wall modular mesh, assign two materials to it as srsface said, and get two slots in unreal. You can UV that mesh once and use a tiling textures within your separate materials. You don't have to UV map the same wall for 10 different materials if your textures are made correctly. You can just slap them on as…
Working on a modular building with one Uv tile. Looking to be bring some variety into that brick. The windows will be treated as a separate texture element also with it's own uv space. I divided a plane into different parts and used vertex color to mark the various trim sheets
WTF, tiling lightmaps? :poly142: If you are not allowed to use many textures, you are going to want to do what snefer did in his modular environment. You will model everything out in low-mid poly detail and then UV a modualr texture so that the normal maps align and possibly use multple UVs to get more mileage... Here is…
Hey guys, Over the last while I've taken my hand to Maxscript and started development on a plugin, that hopefully will allow environment artists to have a much smoother experience with exporting their models to UDK. The reason why I created this Toolkit is that often I reuse my modular pieces to develop my full blockout…
Ok so lets anwser some questions: 1. 20 map slots in in 3ds max: - Those 20 are just preview slots and actually 3ds max supports an unlimited number of material slots fyi ( This will never be an issue though) 2. Texturing a building exterior: - You can handle this in several ways modular or modular combined(better for…
This structure is a highly modular structure. You should ALWAYS if possible, "modularize" your environments. If done properly, it can be around 8-10K polies, which is OK or this hero structure. This is how I would execute it: 1. The many rings that make up the outer shell will be modeled with a modular approach ( model one…