This is a near-future EG36 Modular Carbine designed to be ideal in your near-future FPS projects or RPG projects. This model is designed to be optimal for mobile usage, webplayer usage or standalone builds. The weapon is comprised of 1,230 polygons and utilizes (1) 2048 x 2048 Diffuse Map, (1) 2048 x 2048 Normal Map and…
Another quick update for today. I have made a fair progress in making these modular pieces. I figured I didn't have a precise designation for that collection. So I decided they would be modular pieces for "luxurious" and "big" or "important" buildings (not the cathedral of course). I have also took time to make an example…
After battling a while with how best to efficiently texture the buildings for our scene, I've managed to put together a working modular kit that just needs some more tests to make sure that It can create the building shapes we want. I placed a couple round the scene with some very WIP textures just to get a feel for what…
Currently practicing Modular modeling, here is the thing I am currently building, I built it in the same fashion as the 3d motive tutorial where I build the texture first and then I build the model. There is currently not a lot of detail in the texture just yet, I want to get the basic texture done and then the model, and…
Generally no, you would not create a unique high poly mesh for something as large as a building. The primary reason for this is that you would never be able to give it enough texture resolution. Just think about it for a second, you've got an entire building using something like a 4K texture and a character standing next…
Your work looks good, but your modular building environment seems like it is taken from 3D Motive's dvd on modular building. It's nearly identical. I do not see any credit given to them for this. I would suggest you credit them for it, or the idea at least. It is your best piece though. For some reason it stands out way…
Hello friends, I'm a huge fan of Michael's brushes -- the lifetime membership is the best deal in 3D -- and immensely excited about this contest. The environment description immediately called to mind two of my greatest personal inspirations Lebbeus Woods (weirdo architect who never really built anything) and Viktor…
@Daf57 The base geometry that's controlling the subdivision isn't dense enough to support the perforations. For that to work the mesh would have to be subdivided to an appropriate level before the perforations are added. There are several alternatives that will look better, work better and require less effort. If the model…
Today I have something for all areas of game art. A tutorial on modular sets by Philip Klevestav for the Environment Artists, an update on the LPC #3 for the Character guys and finally we visit cgchannel for Part 1 of a series of articles by Samy Fecih for the Animators. Tutorial - Modular Sets Modular sets. What are they…
I want to bump this thread again because I have been experimenting with my workflow and the workflow sprunghunt linked, and I'm still finding I'm writing into weird normal map inconsistencies. Not huge ones- the normal maps seem to work fine for anything that isn't going to be tiled. But there are inconsistencies I always…