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.
Right now I have it designed to be entirely modular with everything running along a spline in UE4 blueprint. Its all tied into the same spline that places pieces randomly pending the set. Wall pieces, electrical boxes, etc. Ill post more of the spline breakdown as I get further in :wink:
Doors Doors Doors! Started working on the modular pieces for the buildings. First, the doors! this are 2 examples (painted and particleboard) of the many doors I'm working on. (every door model gets a couple of texture variations to give it even more variation). I'll upload the whole collection of doors when I'm finished.
No worries. Try looking at something like this http://gamasutra.com/blogs/JeremyPrice/20110318/89198/Applying_the_Elements_of_Design_and_Principles_of_Design_in_Level_Art.php there's also some stuff by Bethesda on their cave design in a powerpoint you can find online, although that relies on modularity. I'd try some…
I guess i am creating modular parts for characters, a collection of various footwear. now i got a small collection of footwear ready, i'm gonna head back to finishing off the hooded top i should have finished a while back. ...and keep plugging away at fixes for the seagull :)
I really hate that skybox....everyone uses it. I think a lot of your stuff is too low poly and you're not really utilizing modular pieces nor lerping for breaking up tiles. Your tileable textures need work too, you can see where it obviously tiles. That's no bueno.
Really nice work!! Can you show how you made the buildings? I mean are they modular,How many uv channels/maps per building? Are there more then 1 diffusemap per building?can you post a picture of the uv maps of one building please? looks very nice!
Hello, i have an issue with my reflections. Walls, floor and everything is modular so it's different meshes. Behind the door there is my directional light. Why do i have reflections from my light even though there is a mesh between? How can i fix this? Tell me if more info is needed so i can provide it. Thanks in advance!
Hey guys! I started posting about this in my sketchbook thread, but i figured i might as well make a thread specifically for this project! i'm working on creating this concept from Star Academy: https://www.artstation.com/artwork/OyYeZv trying to learn and practice a proper modular workflow and want to build it in unreal…