Currently in crunch on the game for showing at BitSummit2015, but thought I'd share these. Comments welcome as always * :D (modular NPC system) (Plants, backgrounds & some spot effects get added in game. This is a tilemap) (A map from the game)
Better than yet another "modular level construction" thesis. Dunno how aware you are but a lot of courses make every student produce a thesis of some description, and in many fields such as this there's just not much new to do.
great job modelling everything, as i am new to Sub div. modelling and Texturing. I was wondering a couple of questions. What tools beside a 3D program and Photoshop are you using? And are you working modular wise?
I prefer the clean version, but I guess it breaks it up. Lovely work!! Did you build this entirely in max/maya then import into CE3, or did you construct it out of modular pieces in CE3? ( if that makes sense :/ )
Hi! I added/fixed a few things and made a modular asset pack for unity asset store out of it (scene is included as well). Asset Store Link: http://u3d.as/85N New Webplayer, Try it! : LINK
Lots of tiling textures and clever segregation of detail with 'division' pieces, as well being modular in general. I know, I'm throwing out alot of Technical jargon at you, but the PC wiki should have you covered.
This is looking great so far. I really want to see where this ended up. I'm doing a castle myself for an Unreal Tournament level. Got any tips on creating those modular brick sets? :D
Also, one of the Soulburn scripts has a brilliant 'pivot aligner' script that pops up a GUI that allows you to visually place the pivot in many locations, and is customisable from within the GUI. Very useful for modular assets.
After some hours I finished a lot of modular assets for the scene. Brought them into UE4 now to bring it all together. Want to make some more smaller props as well. Now it's time to design the room.
@MoP: My bad, this is 3DS Max. I'll go try Path Deform and the other method mentioned by Rhinokey and DEE, but yes, this is a small modular piece that needs to be repeated (not stretched) on a path and bent as the path bends and twists.