In game art where efficiency is important modularity is a topic that comes up quite a lot. A couple questions might come to mind:
Here’s a quick glance at some key pros and cons…
Pros >
Cons >
If you’re new to modularity and I may have sold you on the idea then you’re going to need Blender’s grid. This isn’t a vast topic but it might be a little confusing so we have that covered here too.
I’ve been taking a modular approach to the construction of this game project i’m working on so I thought I’d use this particular game example to illustrate some aspects of what it’s all about.
Oh, one last thing!
While I have you here in text form, you’ll see me in the video estimating the scaling values of some of the parts once they are rotated say 45 degrees, if you really do want to get that value absolutely spot on, you can turn to Pythagorean Theorem.
Here’s an image from NASA to help….
Hey I’m using maths! There’s an old school teacher of mine out there somewhere in total disbelief.
That long diagonal edge shows as 2.24 in the edge info length display. However, we can work this out to 3 decimal places easily enough by using the formula.
Polycount general environment modularity link…
https://wiki.polycount.com/wiki/Category:EnvironmentModularity
Kevin Johnstones “modular environment design document” that can be found here…
https://www.kevinjohnstone.com/Help/Modular%20Environment%20Design.rar
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