After studying the model further, and dealing with some mild common-cold.. I decided to make a blockout with proper proportions, from where I can further refine via modelling or sculpting individual parts. Goal is not bolt for bolt design. But rather a practical game asset, where parts can be modularly changed out.
These wiki pages might help you http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/MultiTexture http://wiki.polycount.com/wiki/ChannelPacking
I tried developing the Sky island architecture 🤔 Were thinking of making each part of the models separately so that they can be modularly assembled and thus give a lot more variety in architecture while not giving us a lot of work! YAY!
Working on a project that's really helping me think modularly, and I'm taking the time to really get into making a trim sheet and other tileable textures I can be proud of. Here's one that I worked on today!
Hey very cool, this is coming along great. You might get some inspiration from this breakdown: http://wiki.polycount.com/wiki/ModularMountAndBlade Another great breakdown here: https://medium.com/@Shubham445/trim-sheet-detailed-breakdown-bd35c78d16c3
Just posted this on another topic, might help you. http://wiki.polycount.com/wiki/Texture_atlas#Tutorials To understand the workflow a bit more, see http://wiki.polycount.com/wiki/Modular_environments Also in particular this might interest you. It's a bit beyond PS1 spec, but the breakdowns should be helpful…