@Mr_Drayton: Thanks Mr_Drayton. I will post other modular stuff I have too, that are more sophisticated :) The thing is I am all about procedural level generation, so I have to make stuff modular. But A LOT of people in this thread make far better modular geo and textures here, and what I think should become the standard…
PogoP, do you mind showing a picture of 1 modular chunk? I am doing some low poly level editing, and one of my next ones may have to be modular and I am not 100% sure how to go about it for a really low poly level.
Just wondering if anyone can remember this piece from a while ago... It was a sort of modular, low poly, hand-painted village environment. Sort of in the style of Earthbound. Does anyone have a link to this piece? I'm starting a handheld games module at university and want to check out how he went about making a modular…
Working on a side project with a friend of mine and we're still doing some style exploration. We're definitely leaning towards a bolder style, with hard, strong silhouettes. Good news is that this kind of style allows for low poly counts. The head here sits at 252 tris. Also exploring modular assets. And examples of those…
So here goes my first lowpoly model that's kinda within the range of the thread's premise. I tried to incorporate some things that I learned from just reading this thread page after page and learned a whole lot by making this. Guess I could have come up with something better for the modular windows, but oh well, this won't…
This is something I've been working on here and there for a bit, trying to do a Modular FF3DS style scene, DS polycount and texture limits. Entire scene uses a single texture 512x512. Currently only around 50% of the texture is used up at this stage though. For now things such as the bar are a little too similar to the one…