So I keep noodling this stuff back and forth in my head and in 3DS Max. I am doing an environment based off of the below concept art by Casey Fallon. (Link at bottom of post). Creating most of my modular pieces in 3DS Max, then Zbrush and finally getting them into UE4. The issue I'm running into is how exactly to do my…
I'm no expert, but I am doing a modular environment myself at the moment, so maybe what I've learnt will help: Blocking out is really important. Don't worry about things looking bland, and don't spend time detailing pieces at the beginning. Look at your reference, find the repeating elements, and build around that. The key…
Careful when you dig up reference, those Horizon Zero Dawn images are "concept benchmark sculpts" not final assets. Think of it more as a visual target or 3D concept art, rather than what the final in game assets turned out to be. Pieces of it might have been used to make final assets or bake textures but they didn't just…
Thanks Mark for all that info and taking the time to showcase those examples. I definitely see what you mean with the walls of the buildings not being unique. I had that idea myself today when I got home from work to see if I could map out some of those repeating pieces of geometry. Specifically with the Nora homes. I did…
Alright so update on this, I feel like I might be on the right track with these pieces. I still need to make some more and explore with destroyed variations. Also to satisfy my craving for doing a singular house as a unique asset, I think I'm going to do one or two of the really destroyed and run down buildings uniquely…
Hey Benjammin, thanks that does help I think going further into blockout will help tell me what I need. My main concern is that I will get into blockout and then just have to go through and redo it since I am starting with a kit that is wall by wall and not some other scale. I just keep going back and forth on which way it…