nice talk :) planning your environments is so important, thats why pre-production is such an investment at a game studio. especially for the massive open worlds we were building during my time at Ubisoft. Pre-pro could last 6+ months
I've paid for tutorials that are no where near as good as this. Thanks for sharing...really helps join the dots & give an overview of the entire process.
I just wanted to thank you in advance for creating this wonderful video. I am planning my final major project for my university degree and wasn't sure how best to create a modular environment, now I feel more confident than ever to go forth with the project! Thank you again!
Modular environments are used in many games, being modular is anything from the basic atlasing we demonstrate here, to re-using assets to make bigger assets. There is a video somewhere showing how modularity was used in the mass effect series though I do not recall the link. In the future we hope to have a modular practical demonstrating how modularity can be used in high end games to cut down production time.
I would recommend grabbing a copy of pro grids by sixbyseven studios, it allows incremental snapping in the unity editor, otherwise you can input a number into the transform box to move things in specific increments.
One of best explanations on the process so far! Thanks a lot lot lot! What I still dont get is how you would get an even texel density across all your objects when you layout your textures in squares like that. I mean if you model and unwrap your pieces they need to take up a certain amount of UV space to match a certain TD like say 256px/meter. I see this would be fine when you have a model thats exactly 1x1 meters. But when you have an object that is for example lets say 1,5 meters wide and 3 meters high, or lets say a relatively small object like 0.25x075 meters, how would you be able to texture that with even TD when all you have is jus a square section of your texture being 256x256 pixels ? o_0
at 30:52 can someone explain to me how you tile the red brick texture, for example, on a wall without getting the other images from the atlas on there?
I'm curious as to what games you know of that use modular design method 1? I suppose you wouldn't find it so much in AAA games but in smaller games you might?
@@TheTimeProphet Its kinda weird you know why? Most blenders users tried 3ds max and maya and didn't bother to touch it again due to how awful and outdated the UI looks. And same goes to 3ds max and maya users who touched blender and never touched it again 😂 I mean use whatever 3d app suites you the best. Blender has got changes to its overall design and UI and there is even an option in blender to make the UI similar to Maya.