Post screenshots of what you have so far, what bugs are you seeing when you extrude to get thicker surfaces? Whats a super high polycount to you? (and modular buildings are key for doing environments - why are you saying it's bad for making small houses? You probably have wrong pieces modeled for that?)
Hi we are Majesticfx, we are of Peru and we work freelance work to: Digital Architecture (Interior - Exterior) 3D design (3ds Max) (Zbrush) digital animation post Production modular Special Fx compositing texturing rigging if they need to leave my web services here, still being updated: http://www.mumajestic.com Skype :…
Update for the weekend. Replaced most of the blockout for more detailed and modular geometry. Temp uv's are on the new game meshes and stuff still to replace is solid colored. Once I finish replacing what's left of the blockout I'll model/add some props then move on to texturing and any high poly geometry I need to make.
Shep: gotcha, I'll lighten it up. Not sure whether I'll do the diagonal one though. I would like to, because I think it looks cooler, but I had a really tough time modularizing it. Here's some references for the roof support I used: These are from the Montreal Museum of Fine Arts, in the contemporary building.
UE3 would be a good choice, as is Cryengine 2 and maybe Source for some stuff. Just use which you feel more comfortable using. There's plenty of tutorials for each engine. Oh, and building modular sets is a lot harder than you think. You need to stick too the grid and do plenty of pre-planning.
Drew out my fake NBA arena and planning for making it modular. Did the ring, need to do normals and spec maps. The rectangle is NBA court size paint to paint (end to end up to the painted border), the one in the ring is burly-man height (like 6'7"~6'8"). Racks, ring accessories and jumbo tomorrow.
1. You don't need to make the walls 'modular' per se, but its definitely a good idea to make each wall a separate mesh - physics load is lighter, and you'll get better lightmaps 2. That's a question for the art director, but since its a portfolio piece, you'll have to make a judgement call. Good luck :)
Thanks for your kind words and feedback Ashervisalis,Yes the buildings are composed of a few modular pieces and tileable textures,I made the snow fall-off for some parts of the ground a softer because I wanted to add some variation to the amount of snow accumulated on the ground,Might have made the fall-off too soft though.
So minor update here, I decided to approach the building via modular pieces. I completely remodeled and set dressed a bit in unreal. Let me know what you all think! The meshes with the default shader are the plywood/wood boards (assuming some of the owners of the stores boarded up before leaving, or staying for the…
yea alot of people tend to create the high poly first, cause then you can either just subtract edges in max or use a different program to create the low poly like topogun or something. For an object like this you may want to think about a modular construction approach as oppose to bringing the entire object in mudbox