Indeed there are many enviroments fans here, and i might add that modularity is kind of a hot topic so if you happen to know some tricks on that go for it.Oh, you could have made a poll :) .
@Scruples, but that would be a bitch to texture since you couldn't really lay things out in a logical and effecnit layout. and what about mirroring UV's or overlapping UV's which are common on more modular things.
I got bored of troubleshooting and created the modular piece from scratch again, now it looks fine. Copy-and-pasting meshes from one Maya scene to another seem to have caused this problem.
This scene is incredible man! Did you build this in a modular fashion by chance any chance you could break down your workflow for something of this size also maybe show some texture flats?
You could easily just ask the same question reversed.. Does gameplay actually hinder graphics? Quite often the gameplay mechanics are not designed to work in a realistic scenario. They live in a boxy, modular world..
While its hardly exciting, here's a modular floor tile I was playing with. Diffuse, Normal and spec maps, screenshot from UDK. And the droid concept as a low poly, still working on the texture atm:
Yeah, no lightmap seams wth modular. I don't think it supports baked ao atm but the lighting is sufficient enough to get photorealistic results. Give it a try, Obscura. I will post something soon :- )
Making a (clearly nowhere near done) thing - basically scrapped the old version of this (lots of large meshes) for something more modular. But I definitely wanted to make a building w/ both exterior and interior
By procedural I hope they mean modular, the maps of Xcom are very well designed and can be pretty tricky to take full advantage of. Too much random generation and not enough design would be a bad thing.
I don't know on what style your planing to texture it but if it's handpaint, tillable for the roof, the white concrete wall and the wood. Modular for the beam ( you turn them around to show different side of the beam.