These are actually some really good questions :) Q: --For most modular assets I have seen, majority of them are outdoor buildings. Can indoor scenes be modular easily? Such as bedrooms, kitchen...etc? A: Indoor scenes can definitely be a bit more tricky because you have to include a wall "thickness" and then be sure that…
Been working on some modular buildings this is just one of three that I will be creating. To kick it off here is the High Poly building. Will be setting everything up in UDK later.
im working on a big environment that has one building that’s unique. Meaning it won’t be used again throughout the game. What’s the best way to go about this? Should I make it one big mesh and split it into sections for lightmap purposes? The building is pretty big, with a lot of unique pieces that can’t really be modular…
Greetings! I have always found procedural and modular workflows interesting so I thought I would do a bit of discovering and give making some modular assets a go. My aim is to make a bunch of low poly building pieces that I can reuse and modify to create more variations. I will be using Substance painter and designer with…
Hello I am creating a modular building. I have 6 weeks and this is the 4th week. I currently have it in UE4. I have a question with how I should go about the silhouette for the main building pieces. I used floaters but it created poor shadows. Any suggestions? Thanks! Progress so far
Hi all- I've been building my first modular building in UE4. Still a lot to finish in regards to texturing, i.e. windows, tileable mats etc,. I referenced the "Bolton Town Hall' Building in the UK for the design. I have one trim sheet created so far that has been able to cover a majority of the assets. Any feedback would…
I have been seeing a bunch of people building modular buildings and large structures out of a bunch of smaller pieces and assembling them inside a game engine. I understand that is offer a high level of quick customization but I am curious if it is the most efficient way of doing things. You can quickly get a high number…
Hello Polycounters, I've been researching the usage of modularity for games with a top-down camera like RTS games. It's been pretty exciting learning how these assets are made. Breaking down the different components from different games and artists it's definitely been a learning experience, but I've recently hit an art…
Hey All, After playing Watch dogs I decided to make a building that you might see something similar to in the game. For now I just have the building but I am still working on the street and props to go in the street. So far I'm about a week in but it is still a work in progress. I used rail clone to make the modular pieces…
hmm yeah, the textures are incredibly noisy, too much contrast ranging from black to almost white. You need to bring that to a more natural level. If you go to CGtextures under brick, you'll find lots of similar textures you can use as a base. I will usually up the contrast in those textures just a little notch. Yeah, i…