Modular pieces/Textures is all about planning. Potentially any scene can be done modular and its up to the the environment artist to decide if they want to use it or not. Modular stuff is usually used for a professional pipeline for massively sized games. You choose to do modular stuff so you can cut your work load down.…
ZombieDawgs, i just used it as guide for my the measurements. For example, the roof grid has 8x13 squares, i rounded it to 8x12 for convenience and made my roof 8 by 12 meters. this way i can cut it in modular pieces of 4x4 meters. don't know if i explained myself, but hope it helps someone.
Interesting. Thank you for answering that :) When you give texture to, say, walls, or floors, or stuff, how do you decide what texture size to use for each of em ? I imagine walls and floors gonna require big texture size (unless modular) in case character/camera moves in for close up ? So one scene is like, loads and…
I have a question about doing envo stuff. When is modular pieces/texture important ?? Like, I notice previous months many of you seem to start from the ground up with seamless textures and all that, then this month it seems to be going from top down, blocking out all pieces first instead. I'm kind of confused here :( Note:…
I tried to export my softimage camera direclty to unity but it didn´t worked. So i just placed a null at the position of the camera with the correct rotation parameters. I just put my Unity camera as a child object and reset its transforms, this way i got the same camera view in both applications. I modeled all of the…
@PyrZern I know what you mean - I think with this project there really is too much unique screen-space to modularize. Basically 80% of it is unique, and mostly walls, of which only a couple can be repeated. Here we can repeat the bushes, one bottle, glass walls, and maybe the roof trim/border(you have to flip it and change…
@Tom Mackie, To get a better texture resolution on those large assets you could use a detail texture for high frequency detail inside of the unreal material editor. You could add some bevels to your houses, currently these edges are very sharp. @CatalystFire Good start, but you got a lot of unnecessary edges on your walls.…
Hello everyone and welcome to the Monthly Noob Challenge for the month of September. This is now my second time hosting this challenge for you guys. We had tons of participation last month, and I am excited to see what we can do this time around. Have fun everyone. Cheers! Join our Skype group if you want! Add me on Skype…
...Some critiques! @RyanDec - Looking nice and tight man, lighting n placement looks bang-on. As a crit I would question creating whole loops to create more geometry, for example on the main roof there are quads where there aren't really needed - increasing the triangle count and processing overheads. Try and target weld…