Hi everyone, I'm currently planning a 3D environment that fuses the dramatic natural setting of Petra (Jordan) with the ornate and rich Levantine architectural style. The vision is to build a narrow canyon path that leads to a large, impressive mosque structure, with a bazaar carved into the sides of the canyon walls along…
Unity has finally approved my first Asset Store package! Here's the marketing garble, and a link to it on the store: https://www.assetstore.unity3d.com/en/#!/content/50301 Modular dungeon tileset built specifically with mobile and handheld budgets in mind. - Large library of building pieces - Built for mobile - 40+ bespoke…
I'm about to start digging into building my first modular environment and was curious where it was best to put the piviot point in relation to the depth of the wall. Do people tend to build ontop of the center line with geo in front and behind (A), Behind that center line on the grid (B), or infront as seen in (C) I've…
Hello everyone. I am close to wrapping up a portfolio project and I hoped to get some valuable feedback mainly on composition, lighting and colour grading from you guys. My goal was to capture a narrow, Mediterranean style, iconic Lisbon street in a small diorama, by using only a handful of modular assets. I textured…
This is really interesting. I'm having a bit of an internal crisis with myself over a modular building I'm creating: I have modular building pieces (walls, windows, shot fronts, canopy's) all sharing one giant 2048 texture. The modular pieces are not one model - each one is a mesh in UDK that I can move it around. however…
I've done similar to what I think you are going at, so take a breath. Grid in Maya is hard to set up or use, using power of 2 measurements helps ensure modular fitting (some form of numbering which is divisible by the base which would be the smallest 'unit' you have, for instance the smallest being 16 units, therefore…
Yes, you could create modular sidewalk/alley pieces, and then modular wall pieces for the buildings. There are a number of tutorials out there that explain such a workflow. You can find one here as well: http://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1 Can't critique much else until the blockout…
I was trying to figure out the scale of the plate, but still cant decide on it, so instead of wasting more time doing that I am currently trying to learn to create assets. Trying to model a asset based off of the port of Liverpool building. Nothing is to the grid at the moment and I am stuck at this particular stage. I…
Weekly Update #12 Hello and welcome everyone! This week I wanted to talk about a pretty common theme in 3D modeling: modularity. In Strawhart we use a modular approach to building levels. For those of you not familiar, it means that all of our major scene geometry snaps to a grid using predefined increments, and can be…
Senior Hard Surface Artist (Remote): We are a team of expert developers with the goal of creating the next generation of systems that will power gaming and game development. We're seeking an experienced Senior Hard Surface Artist to create modular 3D assets that meet strict criteria in terms of fidelity and precision. You…