In this video we’ll look at choices you have when modeling your final detailed modular assets. We'll look at: 1. how intersecting objects can be handled 2. Placing objects off the grid 3. Building a modular library 4. The select and place tool 5. Rotating copied objects to break up patterning and 6. how to keep objects simple enough, but still add variety to your scene.
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- [Voiceover] There are a few things to keep…in mind when modeling your modular assets…that we haven't talked about yet.…In this video we'll go over a few techniques…to keep in mind as you start to model…the more detailed final assets.…Now here we are again with our final scene.…And I could show off some of these…techniques here with the final scene.…The reason I'm going to use the final scene…instead of the grey box versions at this point…is because we start to get into issues with texturing,…which we'll talk more about the…UV mapping here in a few videos.…
But for these techniques we'll want to keep that in mind.…Now, I've got some elements here that overlap.…And if I click on this,…click on this piece, and you can see…if I move this piece that's a sand mound.…That's kind of placed in there.…And the reason that I'm moving that around is to point out…that it doesn't have to actually be on the grid.…You can see I'm not snapping anything to the grid.…I can, I can certainly place it on the grid.…But it's a bigger piece than say one floor unit.…
He first introduces the modular pipeline in Max and the basics of making modular models. Then Christian shows how to ensure your texture maps align to the grid, and places objects in the scene to build the complex final structure—an ornate castle—shown at the end of the course. With a little patience, attention to detail, and the skills learned in this class, you can create design kits that speed up development and result in more realistic and immersive game environments.
- Setting up the workspace, units, and grid
- Modeling the main walls
- Working with back-facing polygons
- Creating base objects
- Building modular elements
- UX mapping modular meshes
- Changing materials