EnvironmentSculpting


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= Digital Sculpting = Digital sculpting is the process of creating a high-resolution 3D model with a series of painting strokes, using a pressure-sensitive tablet or screen. Usually the details from these models are baked into a ["Normal Map"] for a lower-resolution in-game model. The most popular programs for digital sculpting are ZBrush, Mudbox, and 3D Coat.

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Character Sculpting

 * Shirt, Pants, Facial Sculpting Timelapse Videos - by Mashru Mishu

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Environment Sculpting

 * Sculpting for environment stuff - video tutorials - by Sascha Henrichs Sculpting a wooden plank, a sandstone rock, and a tiled cliff.
 * 3dsmax Environment Modeling #1 Procedural Stone - by Sascha Henrichs Using 3ds max procedural modifiers and maps to sculpt a sandstone rock, and easily create multiple variations.
 * Stone Tutorial - by Pedro "bitmap" Amorim Sculpting a rock using Modo, ZBrush, Meshlab, and Photoshop.

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Tiled Sculpting

 * Generic wall tutorial - by Bram "Peris" Eulaers Using 3ds Max and Mudbox to sculpt tilable modular sections for a stone wall.
 * Rock modeling approaches - from the Polycount boards A variety of approaches for sculpting individual rocks and tilable cliffs.
 * Creating Perfectly Tiling Meshes in Zbrush for use in Videogame Environments - by Owen "SHEPEIRO" Shepherd Using ZBrush's 2.5D canvas to tile stamped meshes, then using Maya to model tilable geometry.
 * Creating Tiled Textures and Displacement in Mudbox 2009 - by Wayne Robson 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)
 * Tileable Stone in Mudbox - by Sascha Henrichs Sculpting in Mudbox, loading the displacement map in Photoshop for the offset filter, then fixing the seams with more sculpting in Mudbox.
 * Tiling Rock Tutorial in Zbrush - by Stephen Jameson Sculpting in Zbrush, loading the normal map in Photoshop for the offset filter, then fixing the seams in Photoshop.

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Optimization & Re-Topology

 * Optimisation workflow tutorial - by Bram "Peris" Eulaers Using Meshlab to optimize a Mudbox sculpt for import into 3ds Max.


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