Changed my trees to blueprints for future modularity purposes and to simplify lighting. Foliage is still rough. Debating creating a blueprint or emitter to populate the clouds and make them move.
I'm in, I need the practice! I hope we do modular environments and high poly sub-division modeling or sculpting of props as well as interior and exterior environments.
Yes there will be a new challenge every month. Next month is modular SciFi. And china take a look at wend as world machine >mudbox > udk cry engine videos on YouTube.
https://forums.unrealengine.com/showthread.php?46269-Modular-Asset-Lighting-Problem Though setting the static lighting level scale to something low solves this problem for me in the 90% of cases...
Working on a modular texture for an environment blockout. Hoping to nail the walls/countertops/old shelves etc. So far I would only call the wallpaper bit "done"
Worked a bit more on the buildings. I'm kinda going back and forth on unique textures, mulyiple materials and texture atlases for the modular castle sections. More experimentation needed there.
Would collision be that hard if we just had a few modular hallway pieces connecting each office? (Not asked in a condescending way, but rather as in a I'm genuinely curious way.)
Not only modularity but it would also make occlusion and frustrum culling not being able to do anything with the not visible parts. It can only unrender whole meshes, not parts of meshes.