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Mod-01
Hey guys, It's been a while since I've posted something FRESH and being home after finishing uni as well as hanging out in the city with all the buildings, grit and dirt made me want to create something modular, more out of my comfort zone. This is the first time I properly approached modularity and I've really enjoyed it, I was able to utilise many skills and went out of my way to create my own unique assets, including foliage (not all of it). I was able to go out and take pictures to later create tileable textures as well as foliage from scratch. I really wanted to do something that would use a variety of skills, such as sculpting details as well as using decals for detailing of the building. This has been a huge project for me and has taken a fair amount of time to put together, however I am pleased with the final outcome. Next time I will try to tackle something smaller in order to produce the finished work faster. C&C always welcome as it helps me improve. Thank you.
Youtube : http://youtu.be/9qBuBKh3YxADonation : PaypalI stop the advertisment thing. Too much whining for too few/ridiculous retribution (not even $2 since the start).DON'T EVEN DARE... thanking me for stopping it. >
https://gamesartist.co.uk/neoclassical-building-environment-breakdown-morgan-camenen/ Hey guys, today we are bringing you a breakdown of this amazing environment by Morgan Camenen, a Graduate Environment Artist. Morgan utilizes procedural techniques with Substance Painter/Designer and UE5 to add a large amount of modularity that insured he could finish his project to an impressive standard. There are some essential tips in here that everyone could do with knowing. Check it out! https://www.artstation.com/ruinemaniac https://www.artstation.com/artwork/PoWeyo
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Customized version of http://www.thingiverse.com/thing:307267Created with Customizer! http://www.thingiverse.com/apps/customizer/run?thing_id=307267
In this video, we will go through my process of creating buildings by using modular 3d assets, created in 3d, using blender. This is NOT a game model workfl...
In this tutorial series we'll work on making a modular building (brownstone) capable of changing every detail and bringing it into the engine when complete.
Elevate your workflow with the Modular Basic Building Materials asset from The Uncharted Worlds. Find this & other Interior options on the Unity Asset Store.
Спасибо всем за внимание к моим работам.
I decided to practice in something complex. That's why I choose to create a whole building with possibilities to make a modular system. At the end decided to use Unigine for render and it has pretty easy and have good lighting :)
MODULAR HOUSE is a proposal for the method of mass and operational reconstruction of manor housing in Ukraine as a result of Russian aggression.
Elevate your workflow with the Modular Modern Building asset from Natropol. Find this & other Urban options on the Unity Asset Store.
17th century Roman modular environment kit for Unreal Engine. The focus on this project was to explore UE4, test modular workflow techniques, and level up my skills with lighting, composition, and color. I will be updating this project from time to time as it's a great project to learn and experiment with.
A player can encounter these classic wooden shopfronts in the old part of Villedor. I used trims and mirrors to reduce textures size. Color variation was achieved by using gradient for optimization purposes. Posters made by: Emil Cegielski (design), Paweł Maroń (texture weathering). --------------------------------------------------------- Level Design: Igor Sapijaszko Level Art: Łukasz Maliński, Paweł Maliński --------------------------------------------------------- https://www.artstation.com/pmaron https://www.artstation.com/emilcegielski https://www.artstation.com/swiatel777 https://www.artstation.com/ankhe --------------------------------------------------------- Special thanks to Michał Kubas for texturing feedback. https://www.artstation.com/pirat
A smarter way to build ™
I was responsible for architectural and environment modeling, interpretation of greybox design layouts, set dressing, and optimization. Materials, signage, and ornamentation by Hugo Beyer, props internal/outsourced.
Update 1-23-2015 So I figured I had a lot of questions about how I created my high poly concrete trim texture and a lot of the process that went into it.