I was reading ‘3D Game Textures, create professional game art using Photoshop‘ which is written by Luke Abearn. Within this he states the importance of Modularity not only when texturing but as a whole so I thought writing a blog post about this and how I tend to use it when designing my building may be useful. Modular design is seeing patterns within designs so that when creating textures and models, you can save time and energy just by repeating the pattern to create things such as large architecture or small offices, store fronts or even supermarket interiors. By building to grid especially in Photoshop gives you a way to develop seamless textures with optimal results. Modularity expands to more than one or two aspects of game design such as level design, building design, texture design, asset design and the list goes on.
When individuals design buildings, they sketch up an idea and quite often notice elements of modularity. They tend to begin with large common and repetitive chunks then move onto smaller more unique parts such as decorations like pillars or radiators. Furthermore, when breaking down into the fundamentals of modularity, pieces are broken up into five sections which are considered when designing an environment. These are walls, floors, ceiling, inner corners and outer corners.
When designing my buildings for the Heritage project (which iv also referred to as the Whitefriargate project/Client project) and any additional projects using modularity will be useful for me as it will help me make more efficient, tidy models which will only benefit me and the project due to many factors, in which one in particular for me would be time constraints. Another benefit of me using modularity within my project is that the buildings become easily expandable as all that has to be done is to clone the particular piece you want and it should, in theory, fit nicely alongside the rest of the building.