ok i gave a reply but then scrapped it, and here i go again The way you are building this can work. One thing you need to be aware of when importing very thin meshes in a game engine, is that the light will start bleeding on the inside. But the way you are making this, it might be okay. The light will bleed on the inside…
Hi everyone I'm currently working on this personal project for learning how to use unreal engine 4, PBR texturing, modular modeling, ... I've chosen this scene because it's pretty simple and contain a good modular elements for modeling and practice tiling texturing. Hope to see your feedback and tips throughout this…
Reminds me of "modular level design", there are a few links in the Polycount wiki with some theory: - https://docs.unrealengine.com/udk/Two/WorkflowAndModularity.html - https://polycount.com/discussion/116526/hirstarts-and-what-he-can-teach-environment-artists-about-modularity/ (There's more in the wiki page) There's also…
It's basically modular construction, with some additional limits to help it attach to another rig (the player). The techniques vary a lot depending on the engine, and the needs of the particular game style. We have some modular stuff in the wiki, but not much about rigs I think. There might be some whitepapers around that…
Yes, you could create modular sidewalk/alley pieces, and then modular wall pieces for the buildings. There are a number of tutorials out there that explain such a workflow. You can find one here as well: http://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1 Can't critique much else until the blockout…
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I'm working on an environment that includes ruins.Here are early setup of modular pieces in the viewport..I'll try to derive some more modular meshes from existing resources.After that I want to import them to the UDK.Really I gotta wrap my head to that modular stuff.And yeah I need some critiques as well,thanks. Currently…
High-poly lockers for the modular environment. I modeled one complete locker, and then instanced them across. Also the base to the lockers is a separate piece. That way the lockers, and the base can be positioned anyway needed. I am new to modeling assets for a modular environment so hopefully I have the right mindset.…
I'm working on a new environment using a different modular technique. Everything is going to be lined up on the grid so I can easily copy and paste the modular sections and create a building in UDK. This is the reference image I'm going to be working off of: For the texture I aligned each modular part to the grid as in…