Since I am learning modular design for Max and UDK, I am moving some of my old textures to a texture Atlas, so I can start extruding my blocks. For modular shapes, I have a brick textures (512x512) that I have been experimenting with, it's on a 192x192x16 wall. The problem I am having. I took my block and put it next to my…
Allot of weird looking images i know. Have been thinking about what to do next and this kind of harbour environment is what i was thinking of making. Im gonna make the bases in modular pieces with some chipped away concrete here and there. Im also thinking about making the crane modular so i can perhaps make bigger cranes.…
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…
Hi guys, We're sharing a demo video
of our Post Nuclear Warzone City, a set of game-ready assets built for quick
use and easy customization. We had a lot of fun putting this one together,
especially making sure it runs smoothly in-game without heavy tweaks. https://www.youtube.com/watch?v=0IWiRPwejwI Here's some…
less materials is better in general but it doesn't make any difference whether the mesh has multiple materials on it or not cos it'll get broken up by material when rendered anyway separate parts is a generally a good idea for stuff like windowframes or anything relatively dense since you can re-use it an thus save memory…
Wow I didn't expect that many people will comment in my work. @nevets I used 8 3ds max units for this project. I divided and planned the modular pieces in photoshop by using the grids. This is my personal technique in planning modular interior like this. I created simple representations of the modular assets and snap them…
The only problem i see with this is that's it a lot more work to create assets that are actually optimized and created in such a way that they could be used for a level. A lot of people are making a scene in the unearthly challenge that only works well from a certain viewing angle. On mapcore we had a cool contest about a…
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…
Armenian District some advice for anyone working on the environmental challenge. _Visit Max Bedulenko's Artstation for more ideas _don't rush this is really complex _figure out the metric, scale and texel density before texturing _get your list of modular pieces, and work big to small _have fun and don't overthink it. It's…
Ex-ray and wester thank you! One of the reason I did not like doing blockout's before was because I would have to keep dragging everything back to the center of the scene so the pivot point would line up with everything else. This time I left everything in the same position in maya so when I export the pivot is offcenter…