How to Make Modular Buildings - Tutorial Preview
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- Опубліковано 21 жов 2019
- Full Tutorial : gum.co/ModularHouse
A Fully Narrated Tutorial on how to effectively create modular assets which can be used to create large buildings. Step by Step tutorial covering how to create simple modular pieces of a house using the latest version of Autodesk Maya ( the principles taught here can be applied regardless of the software you use). This tutorial teaches how to do this by making very simple buildings, but the same ideas can be applied with more complex buildings and different styles.
Covered Topics:
_How to plan before starting to create the model
_Making modular/tile-able pieces of a house which are used to make a larger house
_UV Mapping modular pieces in such a way as to save on texture resolution
_Texturing the model with Substance Painter using the provided materials
Have questions? Leave them below and I will do my best to answer them!
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Learn the Fundamentals of 3D Modeling : www.amazon.com/s/ref=dp_bylin...
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Here's a list of useful shortcuts used in maya.
W- move
E- rotate
R- scale
G- repeat last command
q - exit tool
b- soft selection
shift + . - grow selection
alt + b - change background color
f - fit to selection
ctrl + a - open attribute editor/channel box
ctrl + delete - deletes an edge loop( 2014 version and up only)
1 - standard mode
2- subdivision mode with cage
3- subdivision mode
4- wireframe
5 - shaded mode
6- texture mode
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Oh my god, this is getting scary. Every time I need to learn how to do something, you upload a video! I've been hunting for how to make modular buildings like this for a uni project that I'm struggling with and here you are! I could cry, oh my god. Thank you for this!!
Haha awesome
One thing i'm very curious about is the usage of trim sheets and texture atlasses.
Most Sculpted Stylized Assets come with their own custom baked maps. but in alot of high quality studios most modular assets are done with Atlasses and Trim Sheets.
Would be super interesting to see how the process translates onto that as it saves tons of performance and is also more efficient down the road as you basically just take parts of existing textures to use them on newly modelled objects instead of individually making each object
please this
Very good video.realistic objects are super fun.
Beautiful. I can learn a lot from this.
Hi:) I have a channel, where shows you how to create own 3d cartoon! Maybe it will be interesting for you:)
Really nice looking work! Is there a program you’re using to display the reference images on the left?
I think it's called Pureref
Yeah its pureref
Hi:) I have a channel, where shows you how to create own 3d cartoon! Maybe it will be interesting for you:)
3dEx Perfect, thank you!
Take my money!!
How do you put the pieces together? I know they can just be snapped together in the 3D programme but I know some people use Houdini as a way to procedurally place them in randomised ways, and wondered if you have a way of doing it yourself :)
Also do you have any tips for making it more stylised? I'm attempting to make a stylised fantasy village/castle town built from modular pieces but I'm not sure how to get the stylisation across.
Sorry for spamming you with questions, I'm trying desperately to learn as much as possible!
Typically in the 3d software or in some cases the game engine depending on the project. As long as the pieces are modeled to snap with the 3d grid. Houdini is a more advanced way of doing things, it's starting to catch up in the games industry, but it's not widely adopted as much yet.
Is it a program or a website where you can put all of your reference images?
its pureref, its free software
Hello! Thanks for your videos:)
If i understand correctly, if i buy the subscribe for five dollars on patreon, i can watch video without acceleration?
Videos are there at regular speed, but they are not narrated .
Hi:) I have a channel, where shows you how to create own 3d cartoon! Maybe it will be interesting for you:)
The tutorial looks great, however I do not understand why you din´t choose one of your amazing modelings instead of a more commom house
Good point, I wanted to explore more the technique than the actual art on this one, but that is a fair point
I still don't understand this. I understand that your save memory etc in game engines by copy and paste the same assets in different ways (like lego bricks). But what if you have a level with 10 different unique buildings. Are you forced to build the same window and door on each of the 10 buildings or is it so problematic to just create the 10 unique buildings that has no overlapping features or textures ?
You are not forced to, but it's a lot better if you keep the number of unique assets down. You could make a set of windows which share the same texture/material and re-use them across many different buildings. For buildings the ideal way to save on textures is to use trim textures which can be used across different buildings. The buildings themselves can be made to look very different from each other by the modelling itself.
it would be cool if such houses were to be assembled from prepared assets procedurally in a Houdini, I would buy a course like that.
I am thinking about learning Houdini myself for that kind of thing
The Sidewalk look kinda weird but overall its nice for the time you needed to make it
Yeah, this one is more to show how to make the pieces more than about the textures
@@3dextrude yeah you're right :)
Just wanted to mention it even thow i think that you know it ^^
pls help brother....... when I make big building from reference i always face the size problem i could not figure out how big or small it should be.. pls help
Place a human character block that you can use for proportions and reference. It can just be a rectangle at the size you want the human to be.
@@3dextrude yes thank you this is helpful i can take default character too..and thank you again brother
Hi
Hello