A very inspiring study about the logic that goes into creating a modular environment. As much as we don't like repetition, a race track has quite some repeating elements, might as well make'em look good. The study in particular is for 3dsmax/Unreal Engine, but the technique remains true regardless of the software used. You can READ IT THERE. And while at it, you might want to check the entire website, because it has some more similar topics. A few words about the author (full bio there): Thiago Klafke is an artist working for Blizzard Entertainment (at the date of this post ). But before that point, he started with modding, a bit like we all do here.
nice, quite the same principles Ive been apply to my motorway track textures lately. 1 texture for many concepts. and same as my unique trees where its explicitly based on modular branches instead of trunks with branches.
well you've actually seen examples of what ive done to make trees more natural. I just refer to creating over 20 unique tree designs from 1 texture that would usually accommodate just 4 main tree shapes etc via the usual methods...theoretically im using a modular tree branches method. modules of branch types. Modular design, or "modularity in design", is an approach (design theory and practice) that subdivides a system into smaller parts called modules or skids, that can be independently created and then used in different systems. I subdivide a tree into smaller parts. everything I design is done with the same theory where possible. my materials are done the same, the motorway structures are the same texture as the kerbs are the same textures for pavements and the list goes on where possible.