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You could say, the module of
Friday, August 16, 2019 - 18:44

You could say, the module of design i need, needs to be...

self-supporting...and true to "life"

So, i've been stashing arts
Friday, August 16, 2019 - 18:42

So, i've been stashing arts as references from the artist i know...I have become very dependent on them especially since they are...really beautiful to look at and i could never make one that competes theirs.

The goal is to make games that are, of that natural beauty? 

I think i am addicted.

Tiling characters and
Friday, August 16, 2019 - 10:27

Tiling characters and environment by using repetition of elements. equally.

https://twitter.com/sc_ome

i mean, i am craving
Friday, August 16, 2019 - 01:21

i mean, i am craving

 

for chickens

 

meat love

 

sausages

i'm hungry
Friday, August 16, 2019 - 01:20

i'm hungry

So, i am mostly at a lost
Friday, August 16, 2019 - 01:06

So, i am mostly at a lost here since the module of environment is not of characters...

And a game, or an environment rely alot on the objects and the properties around it....
While characters rely on...having the look for it, rather than how it reacts to the environment.

A game at its core, is, about
Friday, August 16, 2019 - 00:05

A game at its core, is, about gathering points. Outside of that is all graphic engineering, graphic arts, simulation, world engine, environment simulation...name it.

Never played that much of tabletop games but,

https://polycount.com/discussion/116526/hirstarts-and-what-he-can-teach-environment-artists-about-modularity

Is it not the miniature of world itself?

 Modular Environment Design.rar (12 MB) - by Kevin Johnstone. East Coast Game Conference 2011 slides of the talk "Modular Environment Design, Or how I learned to stop worrying and love the grid". More workflow explained in the threads Lack of Environment Artists, Gears2 Environment Art and Gears2 Environment Art Step by Step (ZBrush Central).

"Stop worrying and love the grid"

I'm not worried, but my heart is aching and my thoughts are unclear, unable to define the issue at hand and mobilized to work. 

https://www.chrisalbeluhn.com
Thursday, August 15, 2019 - 23:55

https://www.chrisalbeluhn.com/visually-appealing-building-guide

http://www.philipk.net/tutorials/modular_sets/modular_sets.html

Okay, came across these two articles, especially since they are, about, visual appeals and modular sets.
The modules i am looking for are to be game, story, animation compliant.  While also being visually appealling... to me, at least.

So to say. 

The elements are to be, uniformly unique and aesthetically pleasing, but also based on game, story and animations... a scene of it.

Okay, there's alot of
Thursday, August 15, 2019 - 23:49

Okay, there's alot of resources and alot of solutions but... which one is the best? if not the more suitable and most successful, lucrative options?

http://wiki.polycount.com/wiki/Modular_environments

 To categorize it, the element of any environment in space is either goes up, down, or straight,
making any things either walls, stairs, floor or roof, ceiling.
While the wording seems to be sky clear, the visuals are not very easy, or game compliant, or story compliant or animation compliant. 

The patterns are infinite. 
And games or anything as a product, has a finite end to it. Of sort.

Just watched this trailer of
Thursday, August 15, 2019 - 22:32

Just watched this trailer of a new game and...totally installed it as another of my wishlist of making
https://www.youtube.com/watch?v=m5PDvck23hY

:/

 

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