I'm creating the modular assets after wards i will try to create some sculptures and details in a demonic style with some other ornaments i will try to look for some assets online and make some modifications over it
ive been working on a robot for 18 years now .. more seriously - pre-substance painter our outsource partners would produce a set of modular assets (average 10-12 pieces) mapped, textured and lodded (5-7 handmade lods) in 20 days with feedback. This was first-party AAA content for ps4 speed comes from making good decisions…
I have observed that the difference between using StaticMesh and InstancedStaticMesh lies in the fact that, in the former, every time a 3D object is drawn on the screen, it generates 1 drawcall (not counting the textures associated with the model). For example, if a wall that is part of a modular kit appears 30 times in a…
@Buchananball Thanks! I'm definitely planning to use the modular workflow for this project. I already created some of the modular props including the pipes(3 parts), floor and wall, panels, wires, and monitors( 3 parts ). That's pretty much what I can think of now for using modular workflow. Rest of the props are unique.…
@Mr_Drayton: Thanks Mr_Drayton. I will post other modular stuff I have too, that are more sophisticated :) The thing is I am all about procedural level generation, so I have to make stuff modular. But A LOT of people in this thread make far better modular geo and textures here, and what I think should become the standard…
So if I'm working on a game that will make use of modular pieces from which the player can build their own vehicles. Is it best to use a dynamic texture atlas or a texture array? If I'm understanding this correctly, it's 1 draw call per shader(material) but if I have 3 modular pieces using the same material with 3…
Hi everyone! I'm new to this forum. I'm a student in Game Art & 3D Animation and I just recently finished a school project focusing on modular assets. I decided to create another environment with modular assets. After watching Brian Recktenwald's masterclass on environment design, I decided to apply his workflow. I made…
Hi folks! I posted here a few months back and got a lot of great responses--unfortunately, the artist we hired has had to step back due to family issues, so we're looking for someone to pick up where he left off. Our studio is currently developing a fantasy strategy RPG in Unity. The game is 2.5D, utilizing 2D character…
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I imported the walls in Unreal Engine and created some of the assets needed for the castle ruins using the modular pieces. I think they look fine, although the real-world ruins are better preserved than my rendition. Image 1 - Castle Ruin assets assembled with the modular wall assets I created also a material for the…