Made some minor adjustments to the lighting/fog, and moved the ferris wheel. Then made some modular drab buildings, referencing the ones found around Pripyat. They currently have a tileable texture with some discolouring applied via vertex paint . Further down the line I'll be adding damage decals and fake interiors, like…
That did occur to me...See when I made the original textures I was just follwing the modular asset tutorial, and didn't know where this was going...So, yes a big mistake on my part should have changed them. Learnt a good lesson: Follow a concept and plan what I'm gonna do before hand!! Thanks Shotgun for saying you like…
Personally, I'd go with floating. Just make a piece of the top (the large elements), then one of the short ones, and a couple wall patterns. Then just put it all together within your game engine, rotate stuff around and you will be able to make more building patterns that you would otherwise. Basically I'd go as modular as…
Looks great! I like the size of your scene! Really nice work with it! Could we see some flats? Would be great to get a hint how you have used your textures for the modular pieces! Have you thought about possible props and stuff? It fells a bit empty atm. Maybe add some stores to your houses? I'll be following this! (:
Thank you! Yes, that is the plan. I am working quite quickly to get these characters out, which sometimes may be too quickly. I'm hoping that if I have the time after the hero character is done (I have set aside MUCH more time for that) I will be able to spend some time improving and refining the modular characters that…
Started work on another piece as well. A mansion interior shot to show off my tiling textures and modular environment art design. All textured and lookin' snazzy. How it's lit. Also, currently working on learning how to drop my two scenes into CryEngine 3, since the place I'm aiming at getting employed at uses it. More to…
Texturinmy needs alot of work it seems that alot of it are different scales and sizes and gives an unrealistic effect, one thing to remember handheld games can take alot more polys, most of the performance will. Be from memory I'd try and work with more polys for example the door with brick could be extruded and modular…
I'd like to say this: what matters isn't so much the linearity of a game, but more the scope and the style of the environments. If you're building a factory with walkways and such, make them modular. If you're building a forest, make a bunch of plants and instance them. If you're making the sphinx of gizeh, you better make…
Thanks. Yes we are also hoping that if everything comes together it will look great ! Still a lot of work ahead of us. Here are some more Assets we where working on this past 3 days. We are slowing reaching the end of all of them so slowly we will start to build up the city. Also the ruins are somewhat modular so they can…
When I made my first whole room I hadn't in mind that i would repeat a certain wall panel multiple times and stuff like that. Modularity is the keyword, now before i would create a room i would most certainly make sure that i work with a grid, so that the room is 6 units long with a wallpiece for one unit and so on.