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🧵 Modular modeling
Anonymous at Sat, 6 Nov 2021 14:56:07 UTC No. 860414
I'm searching (and sharing what I got so far) some infographics on the modular way of making environment and props. I find it very difficult to find information on this shit, it's crazy.
I'm after anything that decomposes an X object (house, building, furniture, weapon, etc,...). I'm planning on using that to make procedural HDA's in Houdini.
I also heard that there are some books on everything that has patterns. But same thing, I can't find anything really on what I'm after
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Anonymous at Sat, 6 Nov 2021 15:01:52 UTC No. 860415
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Anonymous at Sat, 6 Nov 2021 15:07:02 UTC No. 860417
Anonymous at Sat, 6 Nov 2021 15:15:22 UTC No. 860420
before i bother with specifics, do you know how to use houdini at all?
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Anonymous at Sat, 6 Nov 2021 15:32:28 UTC No. 860427
>>860420
Yeah, I have been practicing with it for a year now. Well to be specific, I got into 3D with Houdini, so I started by making some procedural assets like a simple house with different brick patterns and that kind of shit but I also got into Blender for sculpting, rigging and animating so I did not reaaaally trained with Houdini for a whole year but yeah I feel like I'm beyond the noob level.
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Anonymous at Sat, 6 Nov 2021 15:43:51 UTC No. 860431
https://www.youtube.com/watch?v=nws
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Anonymous at Sat, 6 Nov 2021 15:48:40 UTC No. 860432
Anonymous at Sat, 6 Nov 2021 15:50:51 UTC No. 860433
>>860427
okay so you don't know anything
not wasting my time with you
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Anonymous at Sat, 6 Nov 2021 15:51:43 UTC No. 860434
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Anonymous at Sat, 6 Nov 2021 16:00:40 UTC No. 860435
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Anonymous at Sat, 6 Nov 2021 16:02:21 UTC No. 860437
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Anonymous at Sat, 6 Nov 2021 16:06:43 UTC No. 860438
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Anonymous at Sat, 6 Nov 2021 16:08:28 UTC No. 860440
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Anonymous at Sat, 6 Nov 2021 16:10:38 UTC No. 860441
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Anonymous at Sat, 6 Nov 2021 16:12:25 UTC No. 860442
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Anonymous at Sat, 6 Nov 2021 16:13:57 UTC No. 860443
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Anonymous at Sat, 6 Nov 2021 16:19:12 UTC No. 860444
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Anonymous at Sat, 6 Nov 2021 16:23:19 UTC No. 860446
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Anonymous at Sat, 6 Nov 2021 16:34:50 UTC No. 860447
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Anonymous at Sat, 6 Nov 2021 16:38:10 UTC No. 860448
That's all I have. Mostly house stuff that looks all the same but I'm really searching for guidelines on how to decouple anything as multiple modules or patterns. I'm going trough the z-lib right now to find some useful PDFs but like I said, it's difficult to find
Anonymous at Sat, 6 Nov 2021 19:22:17 UTC No. 860467
This is the one that's interesting and kinda unique.
https://www.artstation.com/artwork/
Check out those broken wood beams on the walls. Based on these images and some blurry close up shots I was able to catch on YT videos (since I don't have the game), it seems like these are flat planes (possibly with an extrusion at the edges to give them some depth), combined with a trim / tileable that has pieces of wood beams painted out with an alpha. That's how they are able to have such detailed unique cuts on every plank without spending tons of geo manually cutting them out. And it seems like they added a bit of actual geo to a few planks as well as made them as separate pieces to further break down the uniformity of it all.
What do you think of this method? I'll be trying this out as well, the results look beautiful. Obviously the big problem with this workflow is that from a closeup you will be able to see that the planks are just flat planes.
Actually I know the same method is often used for broken windows and other various environmental details, I've just not seen it being used like this before.
Anonymous at Sat, 6 Nov 2021 19:25:40 UTC No. 860468
m8, go watch anastasia opara's procedural lake houses series. once your eyes start to glaze over, accept that you're not smart enough for this and give up.
Anonymous at Sat, 6 Nov 2021 19:57:13 UTC No. 860470
>>860468
Kek, already downloaded it and watched some piece of it but didn't apply it for the moment. But yeah, the bits I've seen scared me a little bit. It didn't seem difficult but tedious as fuck. Like, there's a ton of stuff to watch out for to get a mesh that's coherent in terms of structure AND topology
>>860467
Thanks m8. They don't really have a choice to use flat textured flat planes for games but since you can go reaaaaal deep into this procedural stuff, I wouldn't be surprised that they bakes these details from actual procedural geo. I mean what's stopping a company with enough resources to make procedural walls that can generate different brick patterns, use different material (wood, cement, bricks, etc, ...). Same for windows, doors, etc, ...
You'd just have to ouptut these into a pipeline that create the bump maps from these and you're good.
That's what I'm aiming for but knowing what is "procedurable" and ESPECIALLY what's worth to turn into an HDA is what got me lost. And I can't find many helpful people on this, especially people that don't look down on beginners
Anonymous at Sat, 6 Nov 2021 20:08:45 UTC No. 860475
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Anonymous at Sat, 6 Nov 2021 20:18:50 UTC No. 860478
>>860475
Thanks, I already have it too
Anonymous at Sat, 6 Nov 2021 20:37:23 UTC No. 860481
>>860470
Hm, yeah maybe they do the damage procedurally, but the edges of those damages are basic, it’s just a simple alpha cut that can be painted by hand very quickly.
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Anonymous at Sun, 7 Nov 2021 05:30:34 UTC No. 860567
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Anonymous at Sun, 7 Nov 2021 05:32:08 UTC No. 860568
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Anonymous at Sun, 7 Nov 2021 05:33:17 UTC No. 860570
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Anonymous at Sun, 7 Nov 2021 05:34:21 UTC No. 860571
>>
Anonymous at Sun, 7 Nov 2021 07:22:22 UTC No. 860589
>>860468
If you get filtered by 10th grade vector math you legitimately qualify for disability bux.
Anonymous at Sun, 7 Nov 2021 12:09:07 UTC No. 860620
Having a second UV for vertex coloring and creating some AO across the whole building is nice, however that requires it to be assembled with modular pieces in a 3d software. What if the house has to be assembled directly in the game engine? I can’t do anything about the AO then, right?
Anonymous at Sun, 7 Nov 2021 22:18:59 UTC No. 860702
>>860414
>he doesn't know what a trim sheet is
OP is ngmi
Anonymous at Sun, 7 Nov 2021 22:25:48 UTC No. 860704
I think OP, this is one of these topics that really cant be taught.
You need to put attention and figure how will your models have individual parts you can proc gen them to create your finished level.
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Anonymous at Mon, 8 Nov 2021 00:07:35 UTC No. 860730
>>860704
Yeah I'm starting to realise it
Anonymous at Mon, 8 Nov 2021 00:52:19 UTC No. 860742
I have one problem with my modular walls and texture tiling. Basically, if I have modular walls that are e.g. 3x3, and then walls that are 4.5x3 and 1.5x3, I can't figure out a way to UV all the pieces properly so the textures tile smoothly no matter what combination of them I put together on top of each other.
Can something be done about this? It isn't THAT noticeable until you get close to it, but if I don't figure it out I'll try to hide it as best as I can with vertex painting and decals.
I bet you can't really do anything about it, which now makes sense because I see that problem in AAA games all the time and have always wondered why are they so lazy to not do it properly.
Anonymous at Mon, 8 Nov 2021 03:28:02 UTC No. 860765
Not sure if it will help, but I got this Gumroad tutorial on modular buildings some time ago from courseupload.net:
https://www.mediafire.com/file/rbg7
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Anonymous at Mon, 8 Nov 2021 15:46:36 UTC No. 860851
>>860765
That's excellent, thanks anon
Anonymous at Wed, 10 Nov 2021 00:41:37 UTC No. 861204
>>860742
You can add decals/damages in certain zones to mitigate the tiling
Anonymous at Wed, 10 Nov 2021 18:16:30 UTC No. 861346
>>860730
based mr jagger
Anonymous at Fri, 19 Nov 2021 21:11:20 UTC No. 863212
I'd like to know how different games handle rendering modular stuff.
- plain old one draw call per mesh (maybe relying on engine draw call batching)
- merging modular buildings as a last step
- chunking and instancing
I guess it depends on size and density. a city made out of individual wall pieces would be expensive, starting with occlusion culling.
Anonymous at Sat, 20 Nov 2021 12:53:44 UTC No. 863383
>>860433
dude watched one tutorial on how to made modular structures and got that big of a stick up his ass. it's 3d, stop being a faggot about it
Anonymous at Tue, 23 Nov 2021 15:08:04 UTC No. 864097
>working on angled modular roofs with wood beams that need to connect properly
>beams are at the edges of modular pieces so I need to cut them in half and they need to form a single beam when 2 parts connect with each other
The pain. The paaaaaain. Sometimes I hate 3D.
Anonymous at Wed, 24 Nov 2021 03:26:00 UTC No. 864248
>>860414
>I also heard that there are some books on everything that has patterns
A Pattern Language?
Anonymous at Fri, 3 Dec 2021 16:19:18 UTC No. 866732
>>864248
I don't what language mean in this concept but by that I mean, books that decouples X into a lot of modules. Mathematically or not
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Anonymous at Fri, 3 Dec 2021 22:28:52 UTC No. 866825
brainlet here, so do you just draw the texture right on the low poly mesh itself? Or do you use those modifiable procedural nodes that apply a finished texture (like wood or metal) onto a low poly mesh, then bake it into an actual texture file? Or do you sculpt a high poly version of the mesh, color it, then bake it into a texture, then make a low poly version of the mesh, then apply the baked texture onto the low poly mesh?
Its just theres several ways to make a model and im just trying to figure out which is the most effective.
Anonymous at Sat, 4 Dec 2021 00:39:18 UTC No. 866852
https://youtu.be/-zGoFQKC9lQ I really want to learn how to make this shit. It's awesome.
Anonymous at Fri, 10 Dec 2021 12:49:22 UTC No. 868608
Anonymous at Fri, 10 Dec 2021 18:25:30 UTC No. 868721
>>866825
You make a high poly.
Then you make a low poly from high poly.
Then you UV unwrap high poly.
Then you bake all the detail from high poly to low poly.
Then you texture low poly.
You can do the last two steps in substance painter.
Just search for AAA prop creation workflow videos on youtube.
Anonymous at Fri, 10 Dec 2021 18:26:31 UTC No. 868723
>>868721
Fuck
You UV unwrap LOW poly obviously* My mistake.
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Anonymous at Fri, 10 Dec 2021 20:25:07 UTC No. 868750
>>868721
what the fuck thats a lot of fucking work for a 1 single model...
Anonymous at Sun, 12 Dec 2021 17:49:33 UTC No. 869301
https://www.youtube.com/watch?v=nEZ
this was helpful but I don't know how to go from blender to unity with any of the vertex painting tech he uses
Anonymous at Sun, 12 Dec 2021 18:33:57 UTC No. 869305
>>868750
Depending on a project, I haven't even described a full workflow, these are just the basics. Sometimes you also need to make lightmaps, LODs, collisions...
t. working in the game industry
Also, I just realized that we're in a modular thread instead of a general questions, so I assumed the question was about a general 3D model creation.
For modular assets it's different, there are various workflows depending on what you're trying to create, but for modulars you usually:
>you create a low poly (wall, ceiling, window etc.) and ideally use face weighted normals to get nice cheap bevels
>you create a trimsheet texture
>you apply that texture to your low poly assets
>assemble in engine
Done. Actually it's a lot simpler and if you need to change something in the texture for all the models, you just update the texture and it updates across everything. But these are the basics as well. You would be missing things like baked AO and unique details across the assets, but that's what material blending, splat maps etc. are for.
Anonymous at Sun, 12 Dec 2021 18:38:46 UTC No. 869306
>>868721
>>868750
I wonder to what extent these workflows will be made completely redundant for a lot of environmental assets because of virtualized geometry implementations like nanite. It seems inevitable by the end of this gen.
Anonymous at Mon, 20 Dec 2021 07:06:57 UTC No. 870970
royalskies kitbashing tutorial
Anonymous at Mon, 20 Dec 2021 18:06:02 UTC No. 871044
>>860433
kek what a fag
Anonymous at Mon, 20 Dec 2021 18:38:15 UTC No. 871054
>>869306
Use your brain for a moment and really think about it actually. Nothing could be further from the truth, some aspects will change, modular meshes will stay as a true and tested method as safe as the amen in the church.
Anonymous at Tue, 21 Dec 2021 11:37:07 UTC No. 871202
>>869306
It will become more similar to how assets for movies are made. Low poly can now have a shitton of geo which makes it easier for baking and you don’t have to fake details, but the steps are the same.
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Anonymous at Sun, 2 Jan 2022 09:07:54 UTC No. 873393
>>860468
why are there so many women working with Houdini?
I thought you needed to be big brained just to use Houdini?
Anonymous at Sun, 2 Jan 2022 13:39:54 UTC No. 873415
>>873393
>so many women
so many? They get dwarfed by the number of men using Houdini, WTF are you talking about?
Anonymous at Sun, 2 Jan 2022 15:40:51 UTC No. 873435
Speaking of Houdini, who has the best tuts on urban procedural modeling or just modeling. I watched Dokai tutorials but they're not active anymore.
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Anonymous at Wed, 5 Jan 2022 04:02:35 UTC No. 873965
>>860414
Is this too extreme?
https://www.youtube.com/watch?v=QBA
Anonymous at Wed, 5 Jan 2022 19:29:23 UTC No. 874072
https://www.youtube.com/watch?v=4bc
Have you tried photogrammetry?
Anonymous at Thu, 6 Jan 2022 01:11:07 UTC No. 874123
>>874072
>this is still not on CGPeers
Sad!
Anonymous at Thu, 6 Jan 2022 04:17:29 UTC No. 874155
>>874123
I want to buy it just because it's cool and looks good but I don't need photorealism at all and I won't ever go out to take pictures of shit
Anonymous at Sun, 9 Jan 2022 19:52:06 UTC No. 874876
>>860702
speaking of trim sheets.. Any good online class on that topic? Prefferably C4D
Anonymous at Sun, 9 Jan 2022 20:19:25 UTC No. 874880
>>874876
Polygon academy on yt
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Anonymous at Sun, 9 Jan 2022 20:51:33 UTC No. 874884
>>860433
what a pussy