Because modular meshes are built to a grid, it is possible for faces to share the same space. Second story floors or adjacent hallways can be problematic wen planning how an environment is designed with modular meshes. We'll look at how you should decide on a "buffer" space between hallways and other situations that are unfriendly to our grid based system.
- [Voiceover] Second story floors…and volumes between walls add a small twist…to our modular workflow and grid plan.…The space that a floor or wall takes up…has to be accounted for if the player can see the space.…Or, if the design plan calls for the hallways or rooms…to be side by side.…Now, again, I've mocked up a small scene here…from our final assets.…At this point, these may be gray-scaled in…if you're planning your space.…And we would have certain rules in place…at this point in our design plan.…
Or, if you're doing this on your own,…you could make those up.…Even if you're guessing that's fine.…And, I'm gonna zoom out here.…And let's take a look at things like our stairs.…Now in this case, my stairs are one unit,…or 64 pixels, units high, in this case.…And, that's what I've decided that I needed.…Remember, mine's probably going to be a front-facing game,…and that's what these units were made for.…Not for your standard UE4 character,…but for a character to just move around…in front-facing environments.…
However, certain things like walls and floors…
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