How to Make Modular Buildings – Tutorial Preview

How to Make Modular Buildings – Tutorial Preview

Full Tutorial : https://gum.co/ModularHouse

A Fully Narrated Tutorial on how to effectively create modular assets which can be used to create large buildings. Step by Step tutorial covering how to create simple modular pieces of a house using the latest version of Autodesk Maya ( the principles taught here can be applied regardless of the software you use). This tutorial teaches how to do this by making very simple buildings, but the same ideas can be applied with more complex buildings and different styles.

Covered Topics:
_How to plan before starting to create the model

_Making modular/tile-able pieces of a house which are used to make a larger house

_UV Mapping modular pieces in such a way as to save on texture resolution

_Texturing the model with Substance Painter using the provided materials

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Here’s a list of useful shortcuts used in maya.

W- move
E- rotate
R- scale
G- repeat last command
q – exit tool
b- soft selection
shift + . – grow selection
alt + b – change background color
f – fit to selection
ctrl + a – open attribute editor/channel box
ctrl + delete – deletes an edge loop( 2014 version and up only)
1 – standard mode
2- subdivision mode with cage
3- subdivision mode
4- wireframe
5 – shaded mode
6- texture mode

__Music :
Gravity Sound – Middle
Gravity Sound – Little Things
Gravity Sound – Eternity
Gravity Sound – Dark


  1. Hello! Thanks for your videos:)
    If i understand correctly, if i buy the subscribe for five dollars on patreon, i can watch video without acceleration?

  2. Really nice looking work! Is there a program you’re using to display the reference images on the left?

  3. How do you put the pieces together? I know they can just be snapped together in the 3D programme but I know some people use Houdini as a way to procedurally place them in randomised ways, and wondered if you have a way of doing it yourself 🙂

  4. I still don’t understand this. I understand that your save memory etc in game engines by copy and paste the same assets in different ways (like lego bricks). But what if you have a level with 10 different unique buildings. Are you forced to build the same window and door on each of the 10 buildings or is it so problematic to just create the 10 unique buildings that has no overlapping features or textures ?

  5. One thing i’m very curious about is the usage of trim sheets and texture atlasses.

    Most Sculpted Stylized Assets come with their own custom baked maps. but in alot of high quality studios most modular assets are done with Atlasses and Trim Sheets.

    Would be super interesting to see how the process translates onto that as it saves tons of performance and is also more efficient down the road as you basically just take parts of existing textures to use them on newly modelled objects instead of individually making each object

  6. The tutorial looks great, however I do not understand why you din´t choose one of your amazing modelings instead of a more commom house

  7. it would be cool if such houses were to be assembled from prepared assets procedurally in a Houdini, I would buy a course like that.

  8. Oh my god, this is getting scary. Every time I need to learn how to do something, you upload a video! I’ve been hunting for how to make modular buildings like this for a uni project that I’m struggling with and here you are! I could cry, oh my god. Thank you for this!!

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