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File: ohshit_zpsvvd08wj0.jpg (72 KB, 1024x425)
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Everytime I've tried to make something slightly modular that involves shapes different than planes I miserably failed.

So, question is, how do game artists get to create such complex modular environments. Im talking in games like DOOM and stuf. How can people take concept like pic related and make it into a modular set with pieces fitting together?

I can't wrap my head around this, is there any misterious arcane secret that is being hidden for shitty artists like me?
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>>563791
make rooms that connect. use a grid to plan it out first. look at how timesplitters did this more than a decade ago:
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you just have to do it over and over until you get it
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Hay, I'm a studying Game Artist myself, I've joined a modding group working on the Hammerfell regoin for skyrim. If you're truly into learning how it works, check this out http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html

there's also a GDC video of bethesda artists talking about the same stuff.
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Also, have a look at a forum called 'Polycount', they have a wiki on there that shows how environments/props/materials and textures are created.

Basically, a method is to create a series of materials, in which you can unwrap your models with them. (basically). but there's many ways
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Watch this.
Thank me later.

https://www.youtube.com/watch?v=6--nQD1No-Y&list=PLxt9ZAGPLIpfczlW80ntY-__MqWmBU4sW
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>>563791
Measure twice, cut once.

Once you have a geometric proof that your designs will snap together, then you can model it.
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This might interest you OP, watch the youtube video in the link or just read the transcript. It's how they're building modular, procedural space stations and planetary bases in Star Citizen. In particular look at the components they use for the planetary bases and how they connect together.

http://imperialnews.network/2017/03/around-the-verse-level-design/
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>>563862
The animation at 27:00 is sick
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>>563794
is that from time splitters 2?
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>>563903
yeah.
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Take a look at this blog post, goes into a bit of detail about how to make more non-uniform modular props work.
http://bac9.tumblr.com/post/122902792832/back-to-work

You can also have different scales of modularity. Start off with a series of basic rooms which work off a grid and connect together. Then within each the rooms you can place modular assests like dividing walls ect so that you can have two areas with the same base room have different environment. Bare in mind too that the grid doesn't have to be square. Modules could snap together as triangles or hexagons. Hell you could even look into geometric tesselation and use things like the cairo pentagons as the basis for your modules.
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>>563926
>http://bac9.tumblr.com
that guy is obviously from agdg but i've never seen him post there???
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>>563936
>>563926
oh, wait
>last post 2015

nevermind




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