High Density Modularity is the future of manual 3D Modeling for Games

@franktech thanks for sharing your experience. Reducing Complexity, simplifying assembly process of pieces would be the only way for the methodology to gain mass adoption. This simplification will be achieved with Algorithmic Procedural assembly. We already see the possibilities in existing editors such as Fuse Character creator and Spore Creature Creator. I’m able to achieve a rudimentary procedural assembly with random part selection and part attachment filtering rules.

The reduction in complexity is exactly what I’m talking about herein and I’m developing such a tool with UE4. Its just a matter of time before one of these tools takes the lead, standardizing a workflow. Creating new Parts and Pieces for these tools is where the New Artist will reign. Who will be the Artist preparing to lead the charge into future using for such tools. Who will be the Parts and Pieces Artists? The Partist?