Difference between revisions of "Category:EnvironmentModularity"

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== Modular Design & Workflow ==
 
== Modular Design & Workflow ==
How to plan out the development of modular environment pieces, and the workflow for creating them. The design of modular pieces is closely linked to game design; see [[Category:GameDesign]] for more.
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How to plan out the development of modular environment pieces, and the workflow for creating them. The design of modular pieces is closely linked to game design; see [[:Category:GameDesign]] for more.
  
 
* [http://www.polycount.com/forum/showthread.php?t=144838 [UE4] Modular Building Set Breakdown] - by [http://www.purepolygons.com/ Jacob "jacob07777" Norris].
 
* [http://www.polycount.com/forum/showthread.php?t=144838 [UE4] Modular Building Set Breakdown] - by [http://www.purepolygons.com/ Jacob "jacob07777" Norris].

Revision as of 11:25, 30 November 2014

Topics about making modular environment art for games.

Modular means pieces are made to fit together according to a common pattern, so just a few pieces can be reused multiple times to create a bunch of variety.

Modular Design & Workflow

How to plan out the development of modular environment pieces, and the workflow for creating them. The design of modular pieces is closely linked to game design; see Category:GameDesign for more.

Units and Scale

The units and scale you use is very important. Modular meshes should be built to snap to a unit-based grid, and physics calculations depend on certain scales. Fortunately, game editors usually have a scale setting you can use on import to convert from 3d modeler scale into proper game engine scale.

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Pages in category "EnvironmentModularity"

The following 9 pages are in this category, out of 9 total.

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