only commenting on the basic shapes before you detail the whole thing... as brian commented before you are probably better off modelling stuff separately and then merging them after. This will enable you to work with much less constrictions in a modular way. Cool work by the way ;)
Hi guys, done some more rock work Finished and rebakes the cliffs, also made them much more modular as the original photoscan was quite a challenge to use the way that I wanted. Worked n some materials that have grass on top for the cliffs and rocks.
Looking for stylised full or part time work, based in England. Experienced in Maya, ZBrush and Blender. Can use Substance Designer and Painter to create stylized materials. Experience with creating modular environments in Unreal and Unity. Version control experience! Stylized environments and props are my passion!…
ENVIRONMENT ART MENTORSHIP 2020: Reverse shot. Thinking about what can be modular and what needs to be unique. Mostly concerned with forming a design language first and filling out the scene with the barest of minimums and will return to this once I get a sense of what I need.
ok its my first time building a modular environment and I just textured 12 props using single trim sheet and now im reading this thread, why is this approach not good and are there any cases where you can get away with it, here is the sheet:
Hello, I am making a modular rooftop props pack. I began by modeling an air duct. But, I noticed my model counts: 6896 verts / 20.480 edges / 13.576 faces / 13.576 tris (the prop is triangulated) Is it too much for a prop of this kind ? I want to use it in Unreal Engine 4.
@Clarky: Thanks for the comments mate! im going to get onto adding some more modular details to this over the coming weeks. Still havent decided what additional props im goign to make though! Thanks again, Crits and comments have been great!
Thanks Rodstone. :) Now I'm back from being social I might actually be able to start on a tree. I think I'll struggle mostly with bark textures. =( I'm trying to keep everything modular as well so I can re-use things.
The more i look at it, the more i love it as a Noob project... Nice level of modularity. Good scene for texture improvement and decal work. Cool semi-damaged distanced buildings. It'd be cool to see how different artist's approach the area's off-shot if it's chosen :)
First thing that comes to mind for solving this sort of thing is using modularity of some sort. As for the reasoning behind using bigger normal maps than diffuse could be that the surfaces become more dynamic in different lighting conditions, in turn building on top of existing diffuse detail.