We can use basic forms like boxes or cylinders to lay out UVs and block in space on our UV grid. This simple way of building out or modular kit, ensure that all objects have enough room on the final texture map and gives us some insight into any issues we may run into when modeling the final detailed versions.
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- [Voiceover] Modular kits require quite a few…base objects to make the scene look detailed.…After all, the whole point is to combine…similar objects in various ways…to create a scene that doesn't appear…to be modular at all.…You'll wanna simplify how you deal with the modeling…and UV process to make the production…of all these assets more efficient.…Now I've my little piece of my scene here…and if we zoom in, what I've done is cloned…this particular wall just by holding down shift…and cloning out that wall.…
And then parted that wall out.…In other words, I've stripped…the back of the wall out here,…and these parts here are the other parts…that were left on the wall after the back is taken out.…If I zoom in here and highlight this wall,…I'm going to add a UV unwrapped to that.…And we'll go to our editor and see what we've got.…It's way down here in this corner,…I'm gonna zoom in on it.…And I'm gonna turn on the background texture…so that we can see what's going on.…
And there's that jade texture that we've seen quite a bit.…
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