Hey guys, haven't posted here in ages, but getting back into this life. Working on a modular room kit for a game project that's trudging along. I would love any crits or suggestions on what I can improve on. I am creating this three-way join piece and wanted to know how the topo looks or how I could improve.. not sure if I…
Thanks Sage, here's the wireframe and the reference. It's an old Pump Station in England, built in the mid 1800s. I'm trying to go about this using a modular system, here are the pieces that will make up most of the building.
be carefull there mate, working to a grid is par for the course in Environment art, suggesting it can simply be ignored is pretty bad advice. making environments usually requires alot of modular work, which works much more smoothly when created on a grid. here's some good stuff to look at…
You'd be surprised how much "wasted geo" there is in games. Games usually build things as modular pieces then abuse the crap outta them hoping you wont notice the horrible penetration errors and the like. It's why things like dynamic self AO are huge in games because they help hide the mashing together of random props. If…
For environment art, it is generally a very bad idea to bash. Since you are building entire worlds often times, if you start detailing from the outset, your level polygon counts can get pretty outrageous. You're better off roughing out large sections, then really examining where the detail work will pay off. Even using…
Ok, shamelessly inspired by the building 5imeon is working on and my continued love of the Mythic concept art I thought it would be fun if I did a building too. I've had such little time to work on things these days because of a move this has been a nice break so far and I am looking for some early feedback. Concept:…
Hello guys. I got a problem and need your help. I want to unwrap a piece of geometry that is a part of a modular building (at this stage its only a grayboxed model). I want to use tiling textures and so I need to make the tiling wall piece to fill exactly the horizontal space uv the UVs. How do I do that in Max? I know…
So the game team I'm is trying to teach me modular sets and puzzle piece designs for 3D models. One example is a road with two lanes and a separate piece for the sidewalks. HE taught me this method for making the road a 90 degree turn on turns and on the outside there would be extra edges to form a box. So when you texture…
Hi when I watch 3dmotive about modular building he was using power of 2 by using 2048 texture and grid 128 in photoshop then he use in 3dsmax the grid to 32 and put plan with 16*16 segement and that allow him to snap perfectly. but since I will use the decimal grid , (I know you can change in unreal to power of 2) I want…
Nice! Remember, the thickness also needs to be on the grid, and the heights of each of your pieces. It's important to try making a whole building with your modular set, to identify weaknesses and omissions. Plus it will help sell the set, by showing an end result. Have you thought about textures and materials yet?