Hey folks! I've been modelling props for a good while now but i realized how desperately i needed to add environments. I found a concept that i wanted to do in modular pieces which is this one by a Lim Hang Kwong So far this is what i have thrown in UDK so dont mind some of the smoothing errors yet: And here is the…
Thanks Eric. The interview went pretty well I think, since it was set up for 15 min but ended up taking 50 and I got asked to do an Art-Test. That's what I am worried about now. I should probably create a new topic for this but I have a feeling I'll be asked to create a real world building that could be used inside a huge…
Higher Poly Assets I've made some higher poly assets for the level, just the core assets. They are mostly made up of modular panels and hinges. Thats what they look like together. Below is the modular pieces for them on their own. I also took some inspiration from one of the previous references and made a doorway for the…
I had a similar issue with modular wall segments in something I am working on. I think the problem for me was that my smoothing groups forced the shading to repeat again over each wall tile. This didn't shade it like a solid wall chunk like I had wanted. My fix was not optimal but it worked out for me. I snaped the modular…
Currently done with unwrapping my props. I've re-adjust the scaling of my buildings to fit it in CryEngine 3 SDK. I just have a problem with 1 of them. This is my 3 Braseurs building. I just want to know how I can make my windows modular without going too far with the triangle count. When I snap them into modular kit, my…
ok, so i'd drop the modular walkway thing or fix it. right now its not very modular friendly. You don't need all those extra pieces and a corner section. Just make a tileable texture in either axis. Also, maybe and try to make a quick high model of it instead of getting your normals from crazybump? might also rethink the…
Pola, Unfortunately we aren't creating modular pieces for this project. I can't go into detail, but we're recreating a city and it must match the real world as accurately as possible. We are using the method of extruding the roads along a curve, but I am still getting some choppy areas. I think I may have to just keep…
Howdy Nate. Kevin Johnstone posted up a powerpoint on his site recently which has some great tips on making efficient and modular assets/textures. http://www.kevinjohnstone.com/Help/Modular%20Environment%20Design.rar Some of the descriptions are kinda scant but the images should give you some ideas I think. Basically…
Hey all, still noodling a bit with this scene as I haven't really had time to dig into it a lot yet, and feeling out how I should go about certain things like modularity and how much I can lean on my trim sheet (I broke it into an architectural one and a metal one). Here's some shots as of right now. Temp lighting at the…