these might help (I googled "max snap modular scale") http://www.polycount.com/forum/showpost.php?p=1098044&postcount=22 http://www.chrisalbeluhn.com/UT3_Modular_Snapping.html http://www.thiagoklafke.com/modularenvironments.html
Concepts and sketches help a lot with this. Figure out what buildings I want, and what the whole building looks like. Then break down a building into the modular parts I'll need, THEN start creating my texture sheet. Planning! In case you haven't seen it. http://wiki.polycount.com/CategoryEnvironmentModularity
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Hello to all, working on bunch of automotive parts, that can be used to assemble old car and reassemble to something different. The stock car done for now, consist from 31 unique parts with own textures. Pixel density was matches across all parts, but for render purpose some of the textures was doubled. Triangles: 115 000…
Hello, I'm going to be working on some low poly human characters for a personal project, in order to save time I would like to make one base mesh with separate meshes for different heads/helmets, armor pieces, etc all using the same rig for easy customization (Think Halo: Reach spartan customization) I was wondering if…
I've built single panels and 90 degree corners (inside and out) at 10x30m for Unity3d. However nothing is able to snap when using 45 degrees? Has anyone else had this issue or knows a workaround? For example make a plane 64x128 then shift+rotate 45 degrees and see if you can get them to lineup on the grid. Am I missing…
Hey nice start! First thing is to focus more on the blockout in graybox state and amtch the feeling of narrowness and depth. Allso focus more on the modularity and defining more modular elements before moving to colors and textures. Check for ref the art in Plague tale requieme, Mafia Old cunntry. ACK Mirrage, indiana…