I am modeling a house, and the side wall measures over 4 meters in length using trims for texturing. I was curious if that is acceptable for a modular set, or if there is a maximum length requirement for games? I'm simply creating an exterior for a student project.
I make modules that fit the grid/snap settings of the editor I'm using to assemble them. For unreal that's multiples of 1m with big chunks at 5/10/100m cos the vertex snapping is shit
Yeah there's no hard rules, some projects will create modular assets around powers of 2, some will use base 10. 1:8, 1:16, or 1:10 might be as long as you go for most modular pieces, but it can really depend.
No need to snap to a grid for a 1-off asset. You really only need to use gridded modular meshes if you are making a whole town of buildings, and want to leverage a library of reusable parts. For example: https://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1
I don't think there is a hard rule, but you will probably have some limitations from programmers or technical artist and it will be specific for your project.
I'd also advise that art is an iterative process. Planning can save some time but if you don't have lots of experience it's hard to predict how a project will go, and that makes planning less useful. For a student project I'd do as Eric suggests and treat it as if it was a one off asset so at least there's art to look at,…