I have dabbled with modular construction for 3D scenes, my last efforts where for a sci-fi based corridor which was essentially to test out some texturing methods with heavy use of bump mapping.
From Blog Entry Scale to the Chief
From Blog Entry Bumping ..... Adventures in Textures
Now, I have recently built a new Development PC so most of my development code and "stuff" is on storage drives that I am currently going through. Whilst doing this I came across some of my very first modelling and texture tests.
From Blog Entry Textures
Kind of makes me shudder although I don't think I have improved that much with time, but it got me thinking about assets I will need and the different workflows I could use. The original "Jetty" was a place holder model created in 3DWS to try out some textures I had made from photographs. It was also my very first attempt at a modular asset, which did not go so well in the area of "snap to gridability". So using this original concept for an asset, I decided that the place to start would be with a base model, which would be kept as simple as possible in regard to geometry and from which the higher and lower level of detail models would be derived. Also, I decided that the individual sections of the model should also inherit this modular aspect.
I started by modelling a basic revamp of the original jetty design.
Then I added more detail, but still keeping the poly count low and the geometry simple.
I managed to get good grid snapping with some careful modelling constraints on the overall volume of the piece and careful placement of the centre of origin.
Now what I can do in Silo is to save segments/objects out, such as posts, planks and roof types, to use as custom primitives and from there simply "blockout" ideas for different things:
So for a few hours work I think I have a fairly good work flow going to at least assemble a modular Bridge/Docks/Jetty "construction kit".
From Blog Entry Scale to the Chief
From Blog Entry Bumping ..... Adventures in Textures
Now, I have recently built a new Development PC so most of my development code and "stuff" is on storage drives that I am currently going through. Whilst doing this I came across some of my very first modelling and texture tests.
From Blog Entry Textures
Kind of makes me shudder although I don't think I have improved that much with time, but it got me thinking about assets I will need and the different workflows I could use. The original "Jetty" was a place holder model created in 3DWS to try out some textures I had made from photographs. It was also my very first attempt at a modular asset, which did not go so well in the area of "snap to gridability". So using this original concept for an asset, I decided that the place to start would be with a base model, which would be kept as simple as possible in regard to geometry and from which the higher and lower level of detail models would be derived. Also, I decided that the individual sections of the model should also inherit this modular aspect.
I started by modelling a basic revamp of the original jetty design.
Then I added more detail, but still keeping the poly count low and the geometry simple.
I managed to get good grid snapping with some careful modelling constraints on the overall volume of the piece and careful placement of the centre of origin.
Now what I can do in Silo is to save segments/objects out, such as posts, planks and roof types, to use as custom primitives and from there simply "blockout" ideas for different things:
So for a few hours work I think I have a fairly good work flow going to at least assemble a modular Bridge/Docks/Jetty "construction kit".