Hey Guys, I was wondering if anyone would be interested in joining a team of international developers working on a MMO. I'm a 3d modeler, and can handle characters and props, however I have almost no experience with level design and environments. I have been doing a lot of reading on modular design, but it's overwhelming…
maybe some of you unreal guys can help me figure this out, this might be a dumb mistake, but I cant get a consistent specular transition with 2 pieces of geo placed next to each other in unreal welded or not, i'm building a slice of a bowl essentially, and i'd like it to be modular so that in unreal i can rotate each of…
Hi! In this thread I hope to share my WIP and gather critique, feedback and ask for help as I discover the Modular Design Workflow. This project is my topic choice for the "Modular Environment" course on CGMA which I can only recommend if you are looking for a great platform to learn from. My topic is Kinmel Hall. Kinmel…
Hey guys, I am basically a beginner when it comes to 3D art, especially texturing, but I decided to do a full piece with all custom assets. This is a huge learning opportunity for me in making modular textures (and good textures at that). I am also going to be making real specular and normal maps this time (in the past I…
Hey Polycount community :) I decided to share my progress here and hoping to get some comments and critiques for my environment. When I started the main goal was to make a modular pack of ruins to sell it in the marketplace. After creating some pieces I changed my mind and started to make the full game environment in UE4.…
I am making a sci fi corridor based on this piece by Ricean Vlad. My goal is to make it with only a handful of texture maps. I didn't make any high polys. I'm still figuring out Substance Painter but I think I figured out a proper workflow by organizing the assets that share uvs into it's own material and export them as a…
Hello everyone, This is my latest level. The use of unreal 4 produced: the old train factory unreal4 of the indirect light to make me benefit a lot: I use a dynamic main light source, and added a number of light, as a supplement Preparatory work calls for a certain period of time: the layout of the module and the overall…
Well, I decided to go against the grain of my college tutors and do something that was a little unexpected. I'm currently doing Interactive media and was given the task of producing a final major project of my choosing, so I decided to get on with it and make a modular environment within cryengine before I go to Uni and do…
Hey there just starting on my factory UE4 project and just wondering if I'm missing something, ie this is just a simple floor static mesh made in Blender with 2 UV maps, placed the "rough_concrete_with_lines" Graph on it in Substance Designer, then imported all into UE4. When I build the lighting quality at "Production"…
You would use the tileable textures to cover large areas that are impractical to texture by hand. You can use trim textures on details that repeat so you avoid having to do unique unwraps there. Say you have a large brick apartment building. The walls of the building will be a tiled brick texture. The windows would be a…