Just looking at that I have no idea why you couldn't possibly put that on a 2048x2048. There is literally hardly any geometry cuts here. Without seeing a concept it's hard to tell but seriously this looks so low poly that even a 2048x2048 for all of this might be excess. Also is there a reason you have to put everything on…
I built a modular building, and between some of the pieces I'm getting weird shadows. I'm seeing it in many different areas where one building piece connects with another. Thought I'd ask if anyone knew what this was before I blindly start investigating through trial and error.
Off to a good start. You could desaturated the brick texture a bit and add some dirt/water stain, and painted brick section overlays to help age everything a bit. Right now they're looking pretty clean and new. I'm pretty sure the pipes going from one building to the next are just blocked in, but don't forget they normally…
The GDC talk that some of the guys over at Bethesda put on a few years back is a treasure trove of info. https://www.youtube.com/watch?v=QBAM27YbKZg They also go over some of the history of their modular kits and the theories and decisions that lead them to work like they did. The thought process behind, why they made the…
How do you guys approach texturing modular meshes in painter? Let's say I have different wall panels for a building and I want the texture edges between different ones lining up just right. My only thought was to well, snap the panels or whatever together in whatever combination I need them, apply a different shader to…
Hi there, right now, it's currently on a blocking stage and sorta midway of greyboxing to modular build. The trees are just started off as basic primitive cylinder and just kept adding geometry to it. I try to keep my geometry very simple so I can make easy changes. I try to avoid making the geometry very dense, makes it…
I'm just planning the creation of this building. It'll be the centerpiece of the scene. I am just wondering on the best practice in terms of texturing it. It's pretty unique around the entire building, so the use of modular parts will most likely be quite limited in their usefulness. As opposed to making a bunch of…
Is it common to deivate from creating modular pieces in non power of 2 units? In my instance, power of two sizes for snapping is not quite getting me the correct scale that I'm looking for. For example,64 units is just a hair to narrow for they types of doors i'm trying to build. I am working in 32 unit increments to snap…
So you as an artist shouldn't have a problem doing single sided pieces, but that leaves a whole bunch of extra pieces for the designers to deal with not to mention there being extra draw calls. Also leaving too much flexibility could totally fuck your grid system, would you do multiple thickness doorways? Do you really…
This will save you hours of frustration. There is a lightmapping issue in UE4 that can't be resolved no matter what you do. It means modular seams on clean pieces will give shading errors. No amount of fiddling with lightmap UVs will solve it. It's a known limitation of the engine and is stated by Epic. Another trick is…