semi-related: this seems like a fantastic time to link this: http://hannesdelbeke.blogspot.be/2014/05/modular-bend-fix.html "A maxscript that lets you control the bend modifier with more precision, excellent for modular prop design such as arcs in udk This script automatically fixes the bend modifier, but also gives the…
if you need a deeper understanding of environment modeling like this.. Look in "Modular Environment Design" presentation by Kevin Johnstone (Epic Games) (there you find a method of how bend modular elements - and understand technique) after you can see "The Fountain - High Res Modeling" video tutorial it perfectly explains…
Hi ! I am really new here , and working on a game project with UDK , but modularity is not my best friend for now. Im learning modularity and technic for make it good, the basic logic is in my head now, thank god, but i have some problems with retopo, and modelling it. Here is the pict:…
@Daf57 The base geometry that's controlling the subdivision isn't dense enough to support the perforations. For that to work the mesh would have to be subdivided to an appropriate level before the perforations are added. There are several alternatives that will look better, work better and require less effort. If the model…
step by step, oooh baby! always start with a simple shape, as simple as you can. Less vertices to work with, less hassle. reworked the simple "squares" to be more round and fit the concept better added edge between those shapes, so i can seperate them and work with only that part. here you can see that i am only working…
What would be the most efficient way of modelling, or rather, remodelling an existing flat-ish modular piece (pic1) in blender to fit a corner shape like in the other pictures? The perfect case scenario is such that preserves UVs. The example in the images is not mine. My own attempt is the last pic. Ironically, it would…
Rock Bottom: What software are you using? I would try to solve this with a modular approach modeling one section laid out flat and then deforming it into the shape of the handle. Adding in the unique variations at the very end.
Hi guys, How would you model this to create a modular ground? I tried tileable texture but it's not quite the same result. Create different unique hi-res models and bake it? If so, how would you model it in a fast way, nanomesh or arraymesh? Thanks a lot!