I am making a building with windows. I constructed the walls of the building out of modular square tiles that I can clone to extend the building vertically or horizontally. Right now I basically have a planar projection on these square tiles with a 512x512 texture applied, I painted the windows right onto this texture…
Hi there, firstly I suck at uv'ing. especially on large buildings. I have modelled a large aeroplane hangar with interior and side rooms (all non modular). when automatic mapping the building it looks ok except for the texel density is all over the place, and some of the u.vs are on their side (which i tried remedying with…
Thanks for taking the time to help me out frubes, it's seriously appreciated. I previously did attempt to make an entry for the 'modular facade challenge' back in August, but I think I also got to this stage on that building and didn't know where to go with it. I guess the idea is to gather more reference than you think…
This is for an assignment on my University course, 3D Games Art. (Thread taken from my own post on our Uni forum). For this brief, I am creating a cave interior with my hero asset being an ancient building ruin inspired by Cambodian temples such as Angkor Wat and Ta Prohm. I created some greybox models in Maya first to…
This is the very first wood sculpt I've done, and I'm looking for some feedback on it. I was aiming for a rustic, kind of weathered look that you might find on a farm or holding up a saloon porch. I'm definitely not trying to achieve photorealism, but rather the kind of somewhat stylised look that Ubisoft got with the new…
What I mean is that Doom 3 environments (the most typical techbase ones) are built from prefabricated pieces, elements, of metal or concrete. Such as floor plates, or wall panels. A lot of these are quadratic or rectangular, because Doom 3 used tiling textures (well, materials) with sizes such as 512x512 or 512x256. So if…
I'm an experienced 3D artist but I've never had to deal with building a level inside a game engine so I'm trying to change that. Would it be feasable to make the walls as one single mesh? And if I were to make the walls modular how would I avoid the texture seams? (I'm actually very curious about this one) Also I'm not…
Here is a current W.I.P feedback is very welcome =) i haven't spent much time sculpting recently so i'm trying hard to develop them again. Also, i understand the hut flaps are somewhat different in the concept but i was thinking about how i was going to build this hut and texture it and i considered just using this one…
Hello guys,so i've come to the conclusion i need a little help. I'm struggling making big(or even small buildings)because everything(walls,ceilling,floors) have thickness and i have troubles doing that without getting bugs or getting my polycount high as **** so if somebody could help me or link me to some tutorials that…
This is awesome! Was looking for my old project: (https://polycount.com/discussion/197974/ue4-wolfenstein-modular-sub-room-bombates-room), and found this one! Killer job on the pipes and the doors! Not the easiest kit to build out!