imo there's no "right"answer, it depends of the degree of modularity you want, and how it will tile/blend with other elements, how large is the environnement... I'd go with 2 materials though, which is more flexible.
This is awesome ! Might I ask you how you guyz handeled the foliage ? Especially the ones on the ship side. Are they modular ? Could use some advice on creating that kind of foliage my environment :)
Another modular piece out of the way! Really loving the way metal can look in this engine. I am finding the "roughness map" to be much more appealing than the old "spec maps"
Just picked up the zBrush intro, modular workflow, industrial door and fantasy shield! Thinking about pulling the trigger on the intro to Maya and high-poly modelling in Maya... they look pretty decent!
Made a brick texture and finished the modular roof :) at this point im going to start importing the models and materials into ut3, i just need to find a way so it does not compress the textures :S
Extra modular propping tonight in the form of pipes and wires. Same randomisation setup with 3 variants of each. The pop of colour helps and the wires help make it feel a bit more connected/grounded.
Google - Unreal engine modular meshes lightmap seam. This issue came up here hundreds of times and the answer is always the same so I'm not going into details. Please check it out for yourself.
Dude that looks fantastic! Everything about this environment is awesome: - The textures read really well - The composition is fantastic - Love the sense of depth - The lighting is very interesting - Great use of modularity Great job!
So which approach would you say is better? Building my level with BSP (walls, floors, ceiling) and adding static meshes as decorative props or making walls and ceilings into modular meshes?
Just awesome! Lighting, textures.. i love it. I would like to know how you modeled the house. Did you use modular pieces, larger chunks or was it all one piece?