Hey all, Maybe this can be a discussion. A recent response of mine to another poster on this site has got me wondering about workflows, time and efficiency. In this case I'm talking environmental modeling, UVing and texturing in a modular/reusable/hero + tiling/atlas/overlapping UV sense. I've read as many articles and…
There are often gaps between modular models, although walls/railings in a straight line should not have gaps. But ends, or bends, sometimes these have gaps. You can cover them with pillars or rocks or other props, if you want to hide the gap. We have a good section on modular design in our wiki.…
I would like to know more from Modular asset level environment like wall and others stuff measure can be change or it need to be all the time the same ? I'm learning it and it looks liek sometimes the end of my build is not well covered like it miss some small centimeter ... =/ I think I just need to be fix with measure…
I1m writing here mostly to bookmark those articles, they are quite good. I'm also interested in this topic, especially how can substance designer/painter could fit into this modular, intensively reused texture workflow (if it can at all..). I also wonder that in modern engines how much more efficient to have several meshes…
Bookmarking.... Replying to a thread in order to bookmark it isn't a good idea. Better to subscribe to it, see Tools at top left. Replying isn't great, unless you have something new to contribute. Which you do! Substance... yes, still valid to use with packed textures. You just need to adapt your outputs to fit. I'm…