I have a 50m by 50 m plane and the pivot point is at the center of the object. I have my grid lines every 50. I am creating modular assets. Is there a way to snap pivot point of objects to the Center of a grid(square)? I am using 3ds max 2016.
Going to finally stop post lurking and finally start my own project, having a go at this concept in UDK along with modularity in mind, this thread is mainly about me learning new techniques in level design as well as modelling and sculpting, so critiques will help. Concept by Marco Caradonna Planning stage:
Would love to get some C&C on my latest project as I work on it. This tree is the centerpiece for a Mage's workshop, had a lot of fun getting into Substance Painter. I'm planning to work on a modular dungeon set and more foliage next. Check it out in Marmoset Viewer file on Artstation.
Hello Greentoothers ! I did some times ago a modular environment for a canceled indie mobile game, Hand painted texture and lightmaps, like the good ol' 98's pc game :) I plan to put it on my portfolio ,do you have any advice or feedback ? Thanks !
I've made most of it now using modular pieces. I've still got to make all the scene props and pigeons. I'm gonna get this into UDK now but I'm not sure exactly how to set the materials up as I've only done small scenes and objects in Unreal. Any tips?
I've been working on this small scene to improve my knowledge of PBR theory and creating modular tile sets, eventually it will lead to a large reactor in a separate room Still a lot I want to polish any thoughts would be great as I've kinda worn my eyes out looking at it : 0
This is my first scene made in Unreal Engine. My main goal was to create scene using modular workflow and learn more technical aspects of this engine like: shadows and types of lighting. All props was made and texture by me. You can see more screenshots here: http://www.artstation.com/artist/mcpr1de
This is my first scene made in Unreal Engine. My main goal was to create scene using modular workflow and learn more technical aspects of this engine like: shadows and types of lighting. All props was made and texture by me. You can see more screenshots here: http://www.artstation.com/artist/mcpr1de
Don't get this wrong, but a game design that can't be accomplished by the team at your disposal is a bad game design. Rethink your approach, study masters of the genere you are doing and understand what they are doing. 75 'very different' monsters is more than tripple A studios would do and therefore a horrible approach.…
Wow, thanks for the praise and crits everybody.I really appreciate it! About myself.I'm a games industy experienced artist (14 years) completely self taught (no degree) from sunny Leeds (UK).Currently out of work (like a lot of guys) I thought I'd put my idle time to good use and learn the Cryengine and UDK to create some…