Modular modelling is a widely-used technique in the video game industry for creating 3D environments and assets. By designing reusable, interchangeable components, artists and designers can efficiently construct complex game worlds while maintaining consistency and reducing development time. This report will explain what modular modelling is, why it is used, and how it is applied in video game production.
Modular modelling involves creating smaller, individual 3D assets or "modules" that can be combined in various ways to form larger structures or environments. These modules often consist of basic elements such as walls, floors, stairs, doors, and windows, which are designed to fit together seamlessly. The process requires careful attention to scale, alignment, and textures to ensure compatibility and visual coherence when assembled.
For example, in a game with a medieval setting, a modular approach might involve designing a set of standardised stone wall sections, roof tiles, and wooden beams. These components can then be duplicated and arranged to build unique castles, villages, or dungeons without the need to model every structure individually.
Efficiency
Modular modelling saves significant time and resources during game development. By reusing a limited set of assets, artists can quickly populate game environments without creating new models for every scene. This efficiency is especially beneficial for larger games with expansive worlds or levels.
Consistency
Using modular assets ensures that the visual style of the game remains consistent. Since all modules are created following the same design principles, textures, and proportions, they naturally align and complement each other. This consistency is crucial for immersive and believable environments.
Optimisation
Modular modelling contributes to improved performance in video games. Reused assets reduce memory usage, as the game engine only needs to load and store a smaller set of assets. This optimisation is essential for maintaining smooth gameplay, particularly on devices with limited hardware capabilities.
Flexibility
With modular assets, designers can quickly iterate and experiment with layouts. Whether creating new areas or reconfiguring existing ones, the modular approach allows for fast adjustments, making it ideal for prototyping and level design.
Pre-production Planning
The modular workflow begins during the pre-production phase, where developers identify the types of assets required and how they will fit together. This stage involves creating a style guide, which outlines the aesthetic and technical parameters for the modules, including their size, shape, and texture resolution.
Asset Creation
Artists model the individual components in 3D software, such Maya. These assets are often designed on a grid system to ensure precise alignment when assembled. Textures are typically created using tools like Substance Painter, with tiling textures being a common choice for repetition.
Assembly in Game Engines
Once completed, the modular assets are imported into a game engine, (Unreal Engine or Unity). Level designers then use these assets to construct environments by snapping pieces together like a digital construction kit. Tools like prefabs and blueprints further streamline this process by enabling pre-configured asset combinations.
Customisation
To avoid visual repetition, developers often customise modular environments by varying textures, adding props, or modifying lighting. This approach ensures that modular worlds retain a unique and organic feel.
Consistent Sizes:
Design assets with standard dimensions to ensure compatibility. For example:
Walls: 4m wide, 4m tall
Floors: 4x4m tiles
Stairs: Each step could have a height of 0.2m and a depth of 0.3m
Every level editor has some kind of grid system. Unreal Engine 5 grid system uses meters so it is important to match this.
Modular Repetition:
Design repeating patterns that can seamlessly tile. For instance, a brick wall texture should loop without visible seams when applied across multiple wall modules.
Pivot Points:
The pivot point is crucial for aligning assets in a game engine.
Set pivot points at logical snapping points, such as the bottom-left corner or centre of the base of an object.
For walls and floors, the pivot should often be at a corner or along the base edge to ensure snapping aligns them with other pieces.
Edge Alignment:
Model assets so their edges meet cleanly. Avoid small overhangs or offsets that could cause gaps or visible seams during assembly.
Textures are a key element of modular assets, and proper UV mapping ensures consistent quality.
Tiling Textures:
Create textures that can repeat without seams. For example, a floor tile texture might repeat every 1x1m. Use tools like Substance Painter or Photoshop to create seamless patterns.
Consistent Texel Density:
Maintain uniform texel density across all assets to ensure textures look consistent. For instance, if 1m equals 512 pixels, all assets should follow this scale.
UV Layout:
Lay out UVs efficiently to avoid stretching or distortion. Use modular UV shells for shared textures, which reduces texture memory usage.
Snapping Settings:
Enable snapping to ensure modular pieces fit perfectly. Adjust snap settings to match your grid size (e.g., snap in increments of 1m or 10cm).
Prefabs and Blueprints:
Group frequently-used asset combinations (e.g., a wall with a window) into prefabs or blueprints. This saves time during level design.
Collision Geometry:
Add simple collision shapes (e.g., boxes or capsules) to your assets to optimise performance. These shapes define where players or objects can interact with the environment.
Variations: Create multiple versions of the same asset (e.g., clean, damaged, or overgrown wall segments).
Props: Add unique props such as barrels, crates, or plants to break up monotony.
Decals: Use decals to add wear and tear, graffiti, or stains to modular surfaces without creating new textures.