Great breakdown, I just have a few questions here, these may be noob's questions as I recently want to expand my knowledge to environment modeling: --For most modular assets I have seen, majority of them are outdoor buildings. Can indoor scenes be modular easily? Such as bedrooms, kitchen...etc? --As far as I know, modular…
These are actually some really good questions :) Q: --For most modular assets I have seen, majority of them are outdoor buildings. Can indoor scenes be modular easily? Such as bedrooms, kitchen...etc? A: Indoor scenes can definitely be a bit more tricky because you have to include a wall "thickness" and then be sure that…
I really hope you do that when you got free time. :) I have some questions. I am now do modular building for our FYP its mix between (new york and hong kong). we want to create tillable texture and re-use it similar to your textures. the question : did you first decide the 3d modular before doing texture ? like now we are…
good job man , 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…
there is one question came up in my mind. when you do the grid snapping. in unreal, there are different values in snapping like 100 - 50 - 10 etc... sometimes you need to make the wall 2 meter and another wall 2.5 meters.so if you put it in unreal the first wall which is 2m and the second wall which is 2.5m it can't be…
Hi Billy, That's actually a really good question :) It's usually best when using a technique like this to not include too much damage or grunge in your tiling maps. Since as you mentioned you will start to notice the grunge throughout the modular assets being re-used. So the best option is to either create a version 2 of…
So to answer your first question the Unreal Units(UU) are equal to 1 centimeter(cm) so if you were to make a wall 2m by 2m that would be 200cm or 200 UU. When bringing into the engine even if your snapping were 100 UU you would still be able to snap the walls together because the length of the wall would be 200 UU. That…
Update 1-23-2015 So I figured I had a lot of questions about how I created my high poly concrete trim texture and a lot of the process that went into it. So I decided to give away the concrete trim texture and the high poly to all of you guys so you can take a look at it, mess around with it, and hopefully learn from it!…
Every time I have someone ask me a question about modularity or tiling texture mapping for trims I refer them here or come back to this. Excellent write up Jacob! Super helpful :D