Difference between revisions of "Modular environments"

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(Modular Design & Workflow: the Ensign Tavern)
(Modular Design & Workflow: UDK Gears of War Inspired Environment - Modular)
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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.
 
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]. [[file:JacobNorris_Building_Breakdown.pdf]] (1.5 MB)
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* [http://www.polycount.com/forum/showthread.php?t=144838 UE4 Modular Building Set Breakdown] - by [http://www.purepolygons.com/ Jacob "jacob07777" Norris]. Gritty urban city modular system. [[file:JacobNorris_Building_Breakdown.pdf]] (1.5 MB)
 
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* [http://www.polycount.com/forum/showthread.php?t=130848 UDK Gears of War Inspired Environment - Modular] - by [http://www.paulmandegarian.com/ Paul "Ahniketos" Mandegarian]. Gears of War themed modular palace environment. Latest art is [http://www.paulmandegarian.com/projects/5128839 here on his website].
 
* [http://eat3d.com/udk_modular UDK Modular Masterclass - Efficiently Creating and Entire Scene with Tor Frick] - ($) an Eat3D tutorial by [http://www.torfrick.com/ Tor "snefer" Frick]. Abandoned warehouse modular workflow in UDK, using Modo and Photoshop.
 
* [http://eat3d.com/udk_modular UDK Modular Masterclass - Efficiently Creating and Entire Scene with Tor Frick] - ($) an Eat3D tutorial by [http://www.torfrick.com/ Tor "snefer" Frick]. Abandoned warehouse modular workflow in UDK, using Modo and Photoshop.
 
* [http://www.helderpinto.com/post-apoc-scene-breakdown/ Post apoc scene Breakdown] - by [http://www.helderpinto.com/|Helder "HP" Pinto]. Details about the creation of a modular abandoned warehouse.
 
* [http://www.helderpinto.com/post-apoc-scene-breakdown/ Post apoc scene Breakdown] - by [http://www.helderpinto.com/|Helder "HP" Pinto]. Details about the creation of a modular abandoned warehouse.
* [http://www.polycount.com/forum/showthread.php?t=79177 the Ensign Tavern] - by [http://www.patricksutton3d.com/ Patrick 'PatJS' Sutton]. Breakdowns for a modular multi-floor 19th century building.
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* [http://www.polycount.com/forum/showthread.php?t=79177 the Ensign Tavern] - by [http://www.patricksutton3d.com/ Patrick "PatJS" Sutton]. Breakdowns for a modular multi-floor 19th century building.
 
* [https://www.3dmotive.com/f101001 Modular Building Workflow] - ($) a 3dmotive tutorial by [http://www.tylerwanlass.com/ Tyler Wanlass]. Covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.
 
* [https://www.3dmotive.com/f101001 Modular Building Workflow] - ($) a 3dmotive tutorial by [http://www.tylerwanlass.com/ Tyler Wanlass]. Covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.
 
* [http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] - Transcript from GDC 2013 talk on Skyrim"s Modular Level Design. An excellent in-depth article on Bethesda"s environment art system.
 
* [http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] - Transcript from GDC 2013 talk on Skyrim"s Modular Level Design. An excellent in-depth article on Bethesda"s environment art system.

Revision as of 18:02, 24 March 2015

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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