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.
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'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,…
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
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.