Modular Building Workflow

Use the grid to create modular, reusable assets
Software: 3ds Max, Photoshop, UDK

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Author: Tyler Wanlass (3dm)
Tyler has been working in the game industry for the last 5 years, working on titles big and small. Starting in the industry at the Activision owned High Moon Studios he worked on The Bourne Conspiracy and Transformers: War for Cybertron for the Xbox 360 and Playstation 3 as a Level Artist. Most recently he worked on the multiplayer portion for the recently released Bulletstorm as a Lead Multiplayer Level Designer. He is now currently a founder and partner at 3dmotive.com, a website dedicated to creating high quality training content by game industry pros, located in southern California.
Runtime: 50 Mins
Skill Level: beginner
Summary
In this tutorial we'll be talking about creating modular assets that are on the grid and highly reusable. We'll then be using Photoshop to create a detail texture sheet that we can use to quickly and efficiently map to our modular building set. In 3ds Max we'll discuss working on the grid, setting proper pivot points and quick UV techniques for these types of assets. Lastly, we'll discuss how to rapidly build inside UDK using grid snaps and a handful of meshes.
Project Files

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