Thanks Aaron! Here's an update to the scene. I'm adding more modular elements, but it's beginning to look a little cluttered. I'm going to have to watch my use of orange in this scene! Gonna make a modular pipeset next to go along the ceilings.
I got some screenshots of some beginnings of modular geometry on this project. Keep in mind that these (even though they are modular) are blockouts, in other words, they are placeholders. I just wanted to show them out. Tell me what you think. Cheers!
Well, the modularity is not so much in the mesh, but by the textures that im going for. The windows can be modular, the columns and ceiling. All the rest is unique. It's all considered shell modeling. I don't think I will build any unique modeling for this. We'll see.
Hello Polycount, I played tons of Warzone lately and visited this place many times (lol) so I wanted to recreate it in UE 4. I will update my progress here as I work on it and as I get time. Its gonna be hard or long one since I will be working on it after my studio hours. Gonna be merging different variations of the map…
Hey guys, I've started my first UDK project - a near future vaguely sci fi city environment. This concept is a paintover of a quick 3d blockout from max. I've now started blocking some stuff out in UDK with a couple of temp textures and a temp skydome. Textures will be diffuse and emissive only. Hopefully sort of painterly…
THIS PROJECT IS NOW FINISHED Check out the artstation post here: https://www.artstation.com/artwork/Kr3zb4 Feel free to look through this thread to get an idea of what my thought process was in regards to design decisions etc. Hey! This environment is a new project I'm working on that is set in a dark fantasy world based…
Its been a while since I updated. I replaced all of the block out meshes with more modular building blocks, trying to plan out what is modular and what is unique. First draft of the cooking appliances and the counters were done as well.
Cool, its important to note that sometimes modular building sets will be built up from a variety of uniquely unwraped pieces(thus a high res source would be a plus). But if you're going over the modular + high res stuff, that is certainly a good start.
I think I've answered this question on artstation but just to be sure; most of these assets are modular but where we want custom dirt etc we merge the modular parts together and work in the details as a 'new' asset. Hope this helps! Thanks for taking a look!
Cheers for comments guys, this is built using modular pieces, here is a screenshot with all the modular pieces used in the previous screenshot, and wires for each asset with tri count. Hope this helps, each material has a basic vertex paint to break up tiling.