EnvironmentSculpting

= Environment Sculpting = Environment sculpting is the process of creating a high-resolution 3D model with a series of painting strokes, using. Usually the details from these models are baked into a NormalMap for a lower-resolution in-game model.

Sculpting Individual Objects
Sculpting techniques for creating individual non-tiling objects.

Bricks and Tiles

 * [[Image:EnvironmentSculpting$sculpt_michaelvicente.png]] <> Orb - My work on Crasher - by Michael 'Orb' Vicente<>Painterly style sculpting and texturing.<><>
 * [[Image:EnvironmentSculpting$sculpt_ardolinoproceduralwall.png]] <> Stone Placement Tools script for 3dsmax - by Alessandro Ardolino<>A scripted tool for creating stone walls and floors in 3ds max.<><>
 * [[Image:EnvironmentSculpting$sculpt_manjuriantile.png]] <> Tiles for normal map in Zbrush 3.5 - by 'manjurian'<>Silent timelapse showing the sculpting of a section of distressed tiles, with grout.<><>

Metal

 * [[Image:EnvironmentSculpting$sculpt_plunqironworks.png]] <> ZSketch Ironworks - by 'plunq'<>Silent timelapse showing the sculpting of a wrought iron screen, from reference.<><>
 * [[Image:EnvironmentSculpting$sculpt_weldseams.png]] <<BR>> Weld Seams <<BR>>Thread on Polycount about modeling weld seams.<<BR>><<BR>>

Rock and Stone

 * [[Image:EnvironmentSculpting$sculpt_joshjay.jpg]] <<BR>> ZBrush 3 Poly Painting Tutorial I - by Josh Jay<<BR>>Using ZBrush, 3ds Max, and Xnormal to sculpt a rock model.<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_yeramian.png]] <<BR>> Quickly Making Large Scale Rubble - by Timothee Yeramian<<BR>>Using 3ds max procedurals to quickly sculpt a concrete chunks.<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_rockmodelingapproaches.png]] <<BR>> Rock modeling approaches - a Polycount thread <<BR>>A variety of approaches for sculpting individual rocks and tilable cliffs.<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_henrichsproceduralstone.png]] <<BR>> 3dsmax Environment Modeling #1 Procedural Stone - by Sascha Henrichs<<BR>>Using 3ds max procedural modifiers and maps to sculpt a sandstone rock, and easily create multiple variations.<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_ardolinoproceduralstone.png]] <<BR>> Rock Generator script for 3dsmax - by Alessandro Ardolino<<BR>>A scripted tool for creating rocks in 3ds max, inspired by Sascha Henrichs' tutorial.<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_amorimstone.png]] <<BR>> Stone Tutorial - by Pedro 'bitmap' Amorim<<BR>>Sculpting a rock using Modo, ZBrush, Meshlab, and Photoshop.<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_christopher.png]] <<BR>> Rock Sculpting Tutorial - by Jacob M. Christopher.<<BR>>Sculpting unique non-tiled rock forms with Maya, ZBrush, Photoshop, and Unreal.<<BR>><<BR>>

Wood

 * [[Image:EnvironmentSculpting$sculpt_henrichsenvironment.png]] <<BR>> Sculpting for environment stuff - video tutorials - by Sascha Henrichs<<BR>>Sculpting a wooden plank, a sandstone rock, and a tiled cliff.<<BR>><<BR>>

Sculpting Tilable Maps
Sculpting techniques for creating tilable normal maps and displacement maps.


 * [[Image:EnvironmentSculpting$sculpt_robsonmudboxtiling.png]] <<BR>> Creating Tiled Textures and Displacement in Mudbox 2009 - by Wayne Robson<<BR>>Painting in Mudbox on the middle of a 3x3 grid where each quad has the same overlapped UVs. (video is about halfway down the page)<<BR>><<BR>>

Tilable Stone

 * [[Image:EnvironmentSculpting$sculpt_sltrOlsson.png]] <<BR>> Gravel Texture with Maya Dynamics - by Valdemar 'sltrOlsson' Nyhlén<<BR>>Using Maya Dynamics to drop stones into a container and create a tiling gravel texture.<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_mathiascadyck.png]] <<BR>> Floor Baking Tutorial - by Mathias 'MrFrags' Cadyck<<BR>>Designing, modeling, baking, and texturing a stone floor texture, using Maya, Zbrush, Xnormal, and Photoshop.<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_glynnsmithwall.png]] <<BR>> Modular brick wall tiling - by Glynn Smith<<BR>>Tips and screenshots for sculpting modular brick walls.<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_johnstonegears2modular.png]] <<BR>> Gears of War 2 modular modeling - by Kevin Johnstone + more info + even more info<<BR>>Tips and screenshots of using the grid for modular work.<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_eulaerswall.png]] <<BR>> Generic wall tutorial - by Bram 'Peris' Eulaers<<BR>>Using 3ds Max and Mudbox to sculpt tilable for a stone wall.<<BR>><<BR>>

Tilable Cliffs

 * [[Image:EnvironmentSculpting$sculpt_rooz3d.png]] <<BR>> Rock sculpting videos (silent timelapse) - by Behrooz 'rooz3d' Roozbeh, a Naughty Dog artist working on Uncharted 2.<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_beyer.png]] <<BR>> Tiling Rock Wall Tutorial - by Hugo 'bugo' Beyer<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_khalamea.png]] <<BR>> Temple Interior tiling texture process - by Nicole 'Khalamea' Tan<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_shepherdtilingmeshes.png]] <<BR>> Creating Perfectly Tiling Meshes in Zbrush for use in Videogame Environments - by Owen 'SHEPEIRO' Shepherd<<BR>>Using ZBrush's 2.5D canvas to tile stamped meshes, then using Maya to model tilable geometry.<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_henrichsmudboxtilingstone.png]] <<BR>> Tileable Stone in Mudbox - by Sascha Henrichs<<BR>>Sculpting in Mudbox, loading the displacement map in Photoshop for the offset filter, then fixing the seams with more sculpting in Mudbox.<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_jamesonzbrushtilingstone.png]] <<BR>> Tiling Rock Tutorial in Zbrush - by Stephen Jameson<<BR>>Sculpting in Zbrush, loading the normal map in Photoshop for the offset filter, then fixing the seams in Photoshop.<<BR>><<BR>>
 * [[Image:EnvironmentSculpting$sculpt_ricezbrushtiling.png]] <<BR>> Tiling Rock Wall in Zbrush and Crazybump - by Bobby 'crazyeyes' Rice<<BR>>Creating displacement map in Crazybump, then sculpting in Zbrush.<<BR>><<BR>>

<span id="Sculpting_Apps"> <span id="Decimation_Apps"> <<Anchor(Re-Topology_Apps)>><span id="Base_Mesh_Advice"> <span id="Base_Meshes"> <span id="Character_Sculpting"> <<Anchor(Hard-Surface_Sculpting)>><<Anchor(Optimization_And_Re-Topology)>>

More Information

 * BaseMesh
 * CharacterSculpting
 * ReTopologyModeling
 * SubdivisionSurfaceModeling
 * ReTopologyModeling
 * SubdivisionSurfaceModeling