I've been teamed up with other students at my school to create a video game. My main focus is on the environment art for the game and I decided to create a thread to contain my work and get critiques and suggestions. :) The game is a 2.5D hack & slash. To start off I've made a modular wall and floor pieces for the dungeon…
Wassssup I started a little project to do after work, since I'm working on so much realism stuff. I'm making a little modular house kit that can be used to make a large variety of buildings. Inspired by OJs blog post about a similar idea. I'm still in the early stages of texturing so critiques and comments would be…
Hi everyone, i'm working on this building, and i would love some advice about modularity. Im still working on it of course, and could use some input. Please and thankyou~ Btw. If anyone knows how to pull out a good render from UDK instead of a Screengrab, im all ears :]…
Been doing too much modular environments lately! So here is some therapeutic bevels! Im trying out concepting in zbrush a bit, im also doing a full body concept, which i will post when it looks less retarded and more like something cool! Anyway, here is the doodleconcept and the semi-bevelled face!
Hey everyone, Just out of curiosity how would you go about unwrapping a modular asset such as the Starcraft minerals? I know this seems simple, but I feel like there might be an easier way to do it than piece by piece. If not then oh well. I'm using Maya and Zbrush and I figure between the two there should be a simple way…
Hey guys, Please ruthlessly critique my Unreal 4 environment, titled Intruder. My goals were to 1) work in modern/sci-fi (i normally work in Fantasy) 2) learn Unreal 4 3) create an interior using a small modular set of pieces Go nuts, don't hold back. Thanks in advance!
Thanks for the comment. I agree with the dimensions. I am using quite modular approach for most of the things so I am a bit limited by that but I think there is something I could still do to improve. Good to point lol. I was actually struggling to find good references for it so this explains why
You do, especially in production, when you have to create and test a bunch of modular assets set up with the power of 2. We had inhouse scripts with mel script, I was just looking for something similar with maxsxript. A menu or toolbar script would be fine. The UE4 Viewport was just an example.
Well i know its been a while. Hope u all are still interested. Been blocking the level out and Uving. Just about done with all of the modular pieces. Soon all will be needed is materials. So tell me what u all think so far comments welcome
Here's blockout shots in engine. Blockout finished, moving on to breaking it up into modular chunks. The arc hemisphere was quite complicated to assemble, but I ended up with clean snapping modules. I assembled this arch in modo using some vertex snapping and angle rotations and exported them as instances in fbx file.