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๐Ÿงต Modular walls pipeline

Anonymous No. 947093

What pipeline do you follow while making modular walls?

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Anonymous No. 947099

start with your most normal flat wall
Then you need inside and outside corners and a door way.
Fit the pieces together to see if there's anything else you need to make. I needed to make ceiling tiles that were 1/2 and 1/4 the size of a whole tile

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Anonymous No. 947101

>>947099
Should I join the inner walls and outer walls together in blender or do it in Unity as a prefab?

Anonymous No. 947102

>>947101
I made every single piece of geometry its own mesh and made whole tile objects in unity.
I ended up having to go back and make 1/2 walls and tiny corner sections. It made me wish the meshes were even more granular.

Anonymous No. 947103

>>947102
>I ended up having to go back and make 1/2 walls and tiny corner sections
what made you do this? Also how did you figure out seamless textures?

Anonymous No. 947107

>>947093
You make generic 2m long walls 1m long and the corners/t shape/x shape 1m+1m, when you have all the doors and window variations you model the small details to put on top of the walls, I think it is better to model both sides instead of just 1 if you need them, if you are doing just exterior houses you just need one side.

that No. 947118

>>947093
the only proper solution is to use a custom houdini node setup that allows you to drag and drop doors, balconies etc.

but you're not the single freak kid from your elementary school that got to skip a grade beside never doing homework, so please don't even look into it.

Anonymous No. 947128

>>947118
Name three things you've accomplished in your life.

Anonymous No. 947133

>>947103
>what made you do this?
Things kept being misaligned and I needed new sections I hadn't thought of that required it. I also needed partial versions of other tiles to interface with the edges of hand made rooms
Also how did you figure out seamless textures?
I hit "automatic mapping" and utilized meditation and spirituality to simply accept the results and live the rest of my life.

Anonymous No. 947136

>>947133
>how did you figure out seamless textures?
what program?
https://www.youtube.com/playlist?list=PLBi3xvwvY3dk09fNSd7jrnEscXS_6_1p2

Anonymous No. 947144

>>947136
it's just maya's auto mapping which just projects faces from 6 cardinal directions and lays them out. They are not optimized, but for architecture they accidentally make adequate UVs.
Similarly for characters I use zBrush's UVMaster and also just accept the results. Ive done enough "real" UV mapping to not want to do it anymore.