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This is a scene i built this weekend for a lecture im going to give at some point at Uni on modularity and techniacal modelling. The scene is made of about 7 or 8 key components and hopefully demonstrates to students that its possible to build highly detailed scenes without creating masses of work for themselves. Its not…
So for a class, we are asked to do an 3D environment within three weeks to help us learn to work under tight time constraints. In this thread, I will post my process and work in progress shots and hopefully, in three weeks I'll have a nice end product in UDK. We were given a concept by Sparth…
I've been trying to get my feet wet with some environment modeling and I've run into a few hurdles. I was looking at Kevin Johnstone's Gears2 thread, and how he made modular brick pieces to build up walls and columns. What isn't apparent to me is how he deals with the partial brick pieces on the end of his wall chunks.…
Hello Polycount! I'm a developper who began working on a low poly game with a friend and I am a noob in the 3D world. This is my first "real" post here, hope I ask in the right section. For my game, I planned to do "modular" assets to build my maps. I use Unity Game Engin, Blender for my 3D meshes and I use Photoshop or…
@SopheeJay , Thanks I went over my process of making foliage a little bit in my 80 Level article/interview: https://80.lv/articles/creating-a-festive-italian-village-in-ue4/ but I guess I focused more on the texturing part of the process, and skimmed the process of modeling the low-polys. I can try to go into a little more…
To all environmental artist, what's the average polycount/tris you use for your buildings? including doors, windows et.c. as one mesh? I am aware of using modular parts but if u were to create one building as one mesh, what polycount would u work with ranging from ground floor to 2 upper floors?
Stretching and Squashing depends on what textures you apply on them. If it's a concrete or a plaster wall then a small amount of stretching or squashing will not make much of a difference when it's viewed from the distance and you can fix them by adding some subtle dirt decals. once you start adding props your eyes wont…
I guess I should have panned up a bit. The slabs on the street are from this bit of damage, caused by an explosion inside the building. I guess I could have gone further with scene-wide structural damage, but this was really my first try building modular sets for buildings, so I didn't want to be too ambitious with…