Hey guys, I've been struggling with getting some principles of modular design into my head, and was wondering if someone could explain something to me. Modular texturing/materials is obvious enough when working with flat planes, as in the Thiago Klafke tutorial - allocate texture space to a plane in a logical/practical…
Making sure you can straighten your UV's into strips easily helps a lot. I find building geometry as a single surface (no open edges) also helps a lot to compact the UVs. Obviously sometimes this can waste polys so it depends on what kind of geometry you're creating.
Blam! http://www.thiagoklafke.com/modularenvironments.html It's a good read. It has to do with using the grid and knowing geometry basics. Do be aware that your examples and the link provided are all relating to sci fi as the methods behind sci fi are typically modular and grid based anyways. If you look at environments…
If it's UV's that you're more curious about, it's because that method isn't explained in steps as you come to finding these assets by playing around and exploring the geometry. I've done a bit of this on some past projects and one method was to take a plane and put the full texture on, then cut it up where you plan to have…
Yea for sure, I guess my question was I see all these nice modular pieces that ppl still manage to fit into a square texture space, like perfectly, and that aren't just simple planes (Like in the philip K example vs the Thiago Klafke one) Another example to illustrate my inquiry would be this modular building exterior by…
there are multiple approaches, my last project i actully did almost all textures in photoshop with ndo2 before i even started my models, and made most of it tileing trims, that i could map to objects as i create them
Texturing first and then applying geo to the textures isn't the only way to make modular environments. You can also just make modular pieces as if they were just an asset. You'll get a better relationship between your normals and your geometry this way. This is especially true of scifi environments which aren't the…
@BUTTHAIR yea I already know the Thiago Klafke article :) Like I said i get all the stuff about staying on the grid and texturing first then applying geo to the textures, but I more wanna know how to compensate in instances where the low-poly geo doesn't fit perfectly in a square and you can't just map the extruded areas…