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Posted (edited)

Seir had a very good post here:

 

So I thought to start a topic where people can showcase some modular models they have done. 

 

Format:

1) Photo of model

2) Photo of model breakdown (parts)

3) (Optional) Photo of model assembly

 

The advantage of modeling modularly is that it is very FLEXIBLE. 

 

If you modeled a full human character with details, and your production leader says it is not good, you don't have to start from scratch if your model were modeled in a modular way. 

 

It is also a good way to create models FASTER. 

 

So, anyone done any modular modeling? If not, try it out and post it here!

 

(I will work on some myself)

 

Example of a modular human(not mine):

http://www.3dcadbrowser.com/download.aspx?3dmodel=9862

Edited by Tutorial Doctor
Posted

I've been doing some modular pieces for Hellraid. I had some time to work with that I'm 100% happy with the result. The task now is to add some modularity breakers and I'm not talking about props to hide corners but shapes that don't fit modular pieces "by design", like rooms that have curvy walls or stuff like that. Here's a shot of what has been done (a bit old):

cat_new1.jpg

 

I'm also using different decorations for each piece:

Building_The_Catacombs_3.jpg

 

Here's how it works:

Building_The_Catacombs_2a.jpg

 

CA:

2.jpg

 

 

BTW I wrote some articles about that but it was done on the hurry and for gamers, not developers so there are mostly basic pieces ;)

Posted (edited)

I did some modular prefabs for the ground and walls of my last finished scene. It is not a really complex set, but it did work well enough.

 

Here is the scene:

julienheijmans_HeiZhenZhu_CiC_134l.jpg

 

And a small breakdown picture:

julienheijmans_HeiZhenZhu_CiC_152l.jpg

(And a Video showing the scene:

)

It was interesting to make. The main issue is the specular in UDK that does not render correctly when the lights are baked (I guess because every parts are rotated differently and there must be something wrong with the code that generates the baked speculat using the normal map.... ? ).

Fortunatly, once the scene is lit and completed they are not really obvious.

Edited by ng.aniki

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