We've built the models, we've applied textures, we've made sure everything fits on the grid. We've been waiting to place these elements in the scene for a long time and we finally get to build our scene. The process will take some time, but if all the pivots, grid scaling and sizes of our models is correct, this should literally be a snap! Don't worry if a few elements don't quite fit correctly as I'm sure a few elements will need some adjusting, but that is just a normal part of building out your scene with modular assets. This is where we finally get to see our modular assets in action!
- [Voiceover] It is finally time to place our final objects in the scene. At this point, I would use a screen capture or rendered image of that grey box version we created earlier to place the final objects. Don't import the grey box versions into this scene, or you're going to end up with some naming conflicts. Plus, it just adds too many objects to the scene. Use any copying tools in Max to mirror or clone objects and start positioning the final versions in place. I'll be doing this task in Max to display the final scene, but you'll want to do this task in whatever the final destination program is for these objects.
Finally, most everything is in place. That was a long journey. At this point, your modular scene is almost complete, just a few more details to add.
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