Newest updates. Getting the modular stuff down a little. I think I finally am figuring out how to do more complex shapes and still keep them sqaure/power of 2 on the atlas to make my modeling easier. I need more variety. Anyhow, here is the first wall/ceiling segments done. I got the trial version of Ndo2 for these so now…
here's an update: little by little I finally finished the guard's armor (which in the video had regular clothes but was barely noticeable). all of these armor parts are modular and are actually different items in-game that can be equipped and unequipped (if you manage to kill a guard and loot him!) here's a screengrab…
I assumed it was always done in the texture but it looks like even in recent console games the trend is to actually model them, at least when the sidewalk system is modular. It wasn't the case for GTA V as far as I could see but in Fallout 4 each curb piece is actually geometry. I figured if it's okay to do something like…
Sculpt those rocks! There's no way around it. Pay attention to your silhouette and negative space. You can and probably should take a modular approach to it. 1. Make a few unique sculpted rocks. 2. In the editor, rotate, scale, and place them intersecting each other to make it seem like larger rocks. Here's a video of Ben…
First of all I wanted to quickly get some basic shapes and lighting down. Fromt the start I had been playing to make it very modular again and from only a single angle. So I could achieve as much detail as possible and simply imply detail everywhere else. I wanted to be able to make it a scene with a few animations in that…
It looks as if you started to model the scene under the poly budjet, without thinking of UVs ... then tried to texture that with the texture budget you were given. I think you need to plan further, identify possible tiling elements, and design your meshing accordingly. So far it looks like you are simply tiling textures on…
Looking pretty good for a start. Too many right angles for haphazard construction. It looks like the large sections of dock, pier or cat walk in the first screenshot should be replaced with more shanties. The hills in the back and the shanties help frame the shot. I'm not really sure why you went with red tones instead of…
And @bri@Brian "Panda" Choi has just answered something I was about to look up myself. Projecting detail from one mesh to another -- I thought I'd heard of this but haven't done it before. Similar to OP, I've rebuilt a new lo-res mesh and wanted to subdivide it, and then not have to sculpt my details again. So this is…
Right. So the reference isn't for any one specific item. I understand the principles of efficient UV use, but the reference is more for providing a visual example to other people. Good packing is easy to find, but getting examples of reuse is what is tripping me up. People are happy to reuse textures in modular environment…
@JONNYquid- Thanks dude! So, I lied last time. No modular wall pieces yet really, I got distracted by more highpoly stuff. I've got this big room to fill so I'm making a few things to help it feel less empty. I've got one or two more big assets to do for this room, THEN I'm on to the wall pieces. Everything after will be…