@SimonT : thanks man :) thanks ! well I rely a lot on the grid and try to have my models fit in a bounding box which has power of two extents. (8,64,128,256,512 etc...or 384, 160 in some cases). There is an interesting paper written by Kevin Johnstone which deals about how he approached the creation of modular models and…
Oh ;p. Anyway. Most seams with modular assets are present because of lightmapping (and bad uv unwrap). Where one module have bit diffrent lighting than other. Check this in CE3. Make some modular textures with normal mapping, tesselation, specular, PoM and I assure you, you won't see any seams where modules stick.
Here is a simplified version of the material I use for my UDK landscape. It has the 3d projection setup and ready to use :) http://dl.dropbox.com/u/53969153/Landscape_Shader.upk I've been doing some background work and blocking out the castle and village area while keeping everything modular. I also figured out a very good…
I've been experimenting a bit with the mesh decal technique in cryengine. I have to say that cryengine was built to make use of premodeled decals. It handles transparency really well and there isn't a single sign of Z fighting when overlapping two polygons together. Since we don't have access to an advanced material/shader…
you got tons of great portfolio pieces you can use. And then you can also show your technical side on how you create the shaders stuff like that. Showing modular system is always a plus!
Thanks, its just for testing purpose, I'm trying to find a good balance between stylized and realistic texturing. I've been working on some modular staires lately, there is still on more "straight" version that needs to be made before I start texturing these. lowpoly models (around 1k tris for each).
Thanks :) , there is a lot of stuff to do regarding the level, I'm planning to build some sort of shrine kinda similar to the one you see in shadow of the colossus : reference : The structure is kinda really big and challenging tbh. I put a lot of work on paper for designing the modular parts and maximizing the…
Yea absolutely, I'll have to tweak the rock color when I'm done making all the architectural textures. @Decorix : Glad I could help out :) Testing out some modular models at the moment. I'll have to make some ivy models and some flower plants to add some contrast a bit later on. I still have to model some different shapes…
@choco Great technique indeed. As to the castle I think it so depends on the design, but note that you'd have to have unique geometry and the vertices to paint to if you're to use the blend shader . I have a little dilemma with it myself, on the other hand you could go with highly modular geometry and use decals to hide…