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				<updated>2012-06-05T16:12:30Z</updated>
		
		<summary type="html">&lt;p&gt;AlistairBraz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Feel free to experiment here.''' Please only edit below the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; horizontal line. You may wish to open [[HelpOnEditing]] in a new window or tab while you edit. &lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;The cake is a lie&amp;lt;/span&amp;gt; :))&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[GameArtExamples]]&lt;/div&gt;</summary>
		<author><name>AlistairBraz</name></author>	</entry>

	<entry>
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		<title>WikiSandBox</title>
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				<updated>2012-06-05T16:10:36Z</updated>
		
		<summary type="html">&lt;p&gt;AlistairBraz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Feel free to experiment here.''' Please only edit below the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; horizontal line. You may wish to open [[HelpOnEditing]] in a new window or tab while you edit. &lt;br /&gt;
----&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;The cake is a lie&amp;lt;/span&amp;gt; :))&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[GameArtExamples]]&lt;br /&gt;
[[TEST]]&lt;/div&gt;</summary>
		<author><name>AlistairBraz</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Shaders</id>
		<title>Category:Shaders</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Shaders"/>
				<updated>2011-07-16T13:01:06Z</updated>
		
		<summary type="html">&lt;p&gt;AlistairBraz: Added Ben Clowards DVD's&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Category Shaders =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is a Shader? ==&lt;br /&gt;
A shader is a bit of computer code that is commonly used to describe how a surface will be rendered. It takes some inputs (textures, vertices, view angles, etc.), does some changes to them, then tells the game renderer to render them. For more info see [http://tech-artists.org/wiki/Portal:Shaders Portal:Shaders] on the Tech Artists Wiki.&lt;br /&gt;
&lt;br /&gt;
== Popular 3ds Max Shaders ==&lt;br /&gt;
(in alphabetical order)&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.laurenscorijn.com/viewportshader 3ds Max viewport shader]''' by [http://www.laurenscorijn.com/ Laurens &amp;quot;Xoliul&amp;quot; Corijn].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;  More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=62006 Xoliul's 3DS Max Viewport Shader]''.&lt;br /&gt;
* '''[http://www.3pointstudios.com/3pointshader_about.shtml 3Point Shader]''' by [http://www.3pointstudios.com 3 Point Studios]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader with many options, including near-perfect results for 3ds Max generated normal maps. See the Polycount thread [http://boards.polycount.net/showthread.php?t=72861 3Point Shader Lite - Shader material editor and Quality Mode normalmaps for 3ds Max].&lt;br /&gt;
* '''[http://rtshaders.deviantart.com/art/Agusturinn-Shader-Demo-100883093 Agusturinn Shader Demo]''' by [http://rtshaders.deviantart.com Wang &amp;quot;RTshaders&amp;quot; Jing].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader features: ''&amp;quot;One UV texture, Two point lights, Diffuse map(include alpha which control transparency), AO(ambient occlusion) map or Lightmap share the same channel, Normal map,Specular map,Specular level map,Gloss map,Emissive map, Two type of Cubemap---One is diffuse cubemap for generating IBL(image based lighting), the other is enviroment cubemap for reflection.&amp;quot;''&lt;br /&gt;
* '''[http://www.bencloward.com/resources_shaders.shtml Ben Cloward Shaders]''' by [http://www.bencloward.com Ben Cloward].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; He has a bunch of HLSL shaders available for normal mapping, ambient occlusion, car paint, skin, etc.&lt;br /&gt;
* '''[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf BRDF shader]''' (3ds Max version) ported by [http://crazybutcher.cottages.polycount.com/ Christoph &amp;quot;CrazyButcher&amp;quot; Kubisch]. &amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Original [http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya] by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.&lt;br /&gt;
* '''[http://www.greveson.co.uk/shaders/MoP_TextureBlender.fx MoP Texture Blender]''' by [http://www.greveson.co.uk Paul &amp;quot;MoP&amp;quot; Greveson]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; This shader uses blendmodulate for vertex blending with per-pixel detail. From the Polycount thread [http://boards.polycount.net/showthread.php?p=1024948#post1024948 The Snow and Ice of Uncharted2?].&lt;br /&gt;
* '''[http://rtshaders.deviantart.com/art/Paragalis-Shader-Demo-110994545 Paragalis Shader Demo]''' by [http://rtshaders.deviantart.com Wang &amp;quot;RTshaders&amp;quot; Jing].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shader features: ''&amp;quot;Post effect, 3dsmax2008/2009 viewport shadowmap, Subsurface scattering, Cubemap Image based lighting, Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc., Shadermodel 2.x compatible for AMD ATI card.&amp;quot;''&lt;br /&gt;
* '''[http://www.jistyles.com/main.php?id=doc&amp;amp;page=hlsl SSS Skin Shader]''' by [http://www.jistyles.com/ J.I. Styles].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; ''&amp;quot;The aim of this shader is to emulate all the perceptual qualities of realistic skin like translucency (sss), fresnal specular, gloss, oiliness, etc - kludging what I can to produce fast yet realistic looking results.&amp;quot;''&lt;br /&gt;
* '''[http://blog.maginot.eu/index.php?seite=people&amp;amp;people=till&amp;amp;page=mhn2048106717 TF2 Shader for 3ds Max]''' and '''[http://blog.maginot.eu/index.php?p=till.1__scriptnstuff_shader_toon Toon/Comic Shader for 3ds Max]''' by [http://www.till.maginot.eu/ Till &amp;quot;Rollin&amp;quot; Maginot].&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=64453 TF2 and TOON realtime viewport shader (3ds max)]''.&lt;br /&gt;
&lt;br /&gt;
== Popular Maya Shaders ==&lt;br /&gt;
(in alphabetical order)&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya]''' by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.&lt;br /&gt;
* '''[http://www.kostas.se/shader/ KoddeShader]''' by [http://www.kostas.se Kostas &amp;quot;Kodde&amp;quot; Gialitakis]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Has several features such as normal mapping, specular, gloss, reflections, ambient cube, parallax, etc. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=69161 &amp;quot;KoddeShader&amp;quot;, a Maya CGFX shader]''. '''Update:''' [http://www.polycount.com/forum/showthread.php?t=77961 New version here] including updates such as blended normals for skin, cube map mip level parameters for blurring reflections and ambient light, 2-pass transparency support, etc.&lt;br /&gt;
* '''[http://blog.leocov.com/search/label/hlsl lcNextGenShader]''' by [http://www.leocov.com/ Leonardo &amp;quot;chronic&amp;quot; Covarrubias]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Has many techniques and parameters, including normal mapping, specular, ambient env cube, SSS, etc.&lt;br /&gt;
&lt;br /&gt;
== Creating Shaders ==&lt;br /&gt;
* [http://tech-artists.org/wiki/Portal:Shaders The Tech-Artists.Org Shaders Portal]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; A ton of great information about creating shaders.&lt;br /&gt;
* [http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 TF2 Shading in UT3] by [http://polyphobia.de Steffen &amp;quot;Neox&amp;quot; &amp;quot;polyphobia&amp;quot; Unger]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Shows how the Team Fortress 2 look can be emulated using a shader network in Unreal Engine 3.&lt;br /&gt;
* [http://www.lumonix.net/shaderfx.html Shader FX] by [http://www.lumonix.net Lumonix]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; This is a full-featured real-time shader editor for 3ds Max. It allows artists with no previous programming experience to build complex HLSL or CG FX shaders, using a graphical schematic interface to wire nodes together.&lt;br /&gt;
* [http://www.shaderfusionblog.com/?cat=6 ShaderFusion] by [http://www.keenleveldesign.com/ Kurt 'commander_keen' Loeffler]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; An excellent node-based shader editor for [http://unity3d.com/ Unity].&lt;br /&gt;
* [https://www.cg-academy.net/es_catalog/product_info.php?products_id=64&amp;amp;osCsid=5jn41nk4i5uii38d3t0sg4tn53c430a3 CG Academy HLSL Shader Creation series] by [http://www.bencloward.com/ Ben Cloward]&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; An excellent 3-part series on making HLSL shaders for 3ds Max (Can easily be transferred to Maya too).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Texturing]] [[Category:Portfolio]] [[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>AlistairBraz</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:EnvironmentModularity</id>
		<title>Category:EnvironmentModularity</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:EnvironmentModularity"/>
				<updated>2011-07-12T14:33:07Z</updated>
		
		<summary type="html">&lt;p&gt;AlistairBraz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ## page was renamed from [[Category:EnvironmentDesign]] --&amp;gt;&lt;br /&gt;
= Category Environment Modularity =&lt;br /&gt;
Topics about making modular environment art for games. &lt;br /&gt;
&lt;br /&gt;
Modular means pieces are made to fit together according to a common pattern, so just a few pieces can be reused multiple times to create a bunch of variety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pages in This Category ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modular Design ==&lt;br /&gt;
How to plan out the development of modular environment pieces. The design of modular pieces is closely linked to game design; see [[Category:GameDesign]] for more.&lt;br /&gt;
&lt;br /&gt;
* [http://udn.epicgames.com/Two/WorkflowAndModularity.html Workflow techniques and modularity with Unreal game technology] - by ''[http://www.epicgames.com Epic Games]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A guide to setting up your art-to-level-design pipeline and designing modularly.&lt;br /&gt;
* [http://forums.cgsociety.org/showthread.php?f=39&amp;amp;t=444791&amp;amp;page=7&amp;amp;pp=15#post4855106 Environment workflow from an artist working on a Crysis mod] - by ''[http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A modular city building and its texture sheet. &lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=54178 Mod Facade Challenge] - by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Breaking up a building into modular pieces and designing the texture sheet.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=52743 Adam Bromell's sketchbook thread] - by ''[http://www.adambromell.com Adam 'adamBrome' Bromell]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Breaking an environment down into modular pieces.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=52565 Chris' sketchbook thread] - by ''[http://chrisholden.net/ Chris 'cholden' Holden]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Environment design &amp;amp; modular workflow.&lt;br /&gt;
* [http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html Visually Appealing Building Guide] - by ''[http://www.chrisalbeluhn.com Christopher Albeluhn]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;An excellent breakdown of how to create visual interest with game buildings. [http://www.chrisalbeluhn.com/3D_Tutorials.html Additional tutorials here].&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=78444 Modular design within games] - a Polycount thread &amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Research about modular methods.&lt;br /&gt;
* [http://www.3dmotive.com/product-modular-building-udk Modular Building Workflow] - ($) a 3dmotive tutorial by ''[http://www.tylerwanlass.com/ Tyler Wanlass]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.&lt;br /&gt;
* [http://www.thiagoklafke.com/modularenvironments.html Modular Environments in UDK] - a tutorial by ''[http://www.thiagoklafke.com/index.html/ Thiago 'Minotaur0' Klafke]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Covers the techniques used to make [http://www.thiagoklafke.com/zestfoundation.html Zest Foundation.]&lt;br /&gt;
&lt;br /&gt;
== Modular Workflow ==&lt;br /&gt;
How to create modular environment pieces. &lt;br /&gt;
&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=678052#post678052 Environment workflow @ EpicGames] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A summary of the modular workflow used at Epic on Unreal Tournament 3.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=924231#post924231 Gears of War 2 modular modeling] - by ''[http://wiki.polycount.net/Rorshach Kevin Johnstone]'' &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Tips and screenshots of using the grid for modular work, as well as a ton of useful insight into the Environment worflow at Epic. A highly recommended read!&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=1101338#post1101338 Modular brick wall tiling] - by ''[http://iamglynnsmith.com/ Glynn Smith]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Tips and screenshots for sculpting modular brick walls.&lt;br /&gt;
* [http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html Generic wall tutorial] - by ''[http://www.brameulaers.com Bram 'Peris' Eulaers]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Using 3ds Max and Mudbox to sculpt tilable modular sections for a stone wall.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=50160 Rock modeling approaches] - a [http://boards.polycount.net/ Polycount] thread &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A variety of approaches for sculpting individual rocks and tilable cliffs.&lt;br /&gt;
* [http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/ Creating Perfectly Tiling Meshes in Zbrush for use in Videogame Environments] - by ''[http://osart3d.wordpress.com/ Owen 'SHEPEIRO' Shepherd]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Using ZBrush's 2.5D canvas to tile stamped meshes, then using Maya to model tilable geometry.&lt;br /&gt;
* [http://www.philipk.net/tutorials/modular_sets/modular_sets.html  Working with Modular Sets] - by ''[http://www.philipk.net Philip 'PhilipK' Klevestav]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;How to design and texture modular sci-fi wall panels.&lt;br /&gt;
* [http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html  Working with Modular Rocks] - by ''[http://www.philipk.net Philip 'PhilipK' Klevestav]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;How to design, model, and texture modular rock assets, using Crazy Bump, Photoshop, and 3ds Max.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=76476 Modular Floor Tiles - Outlined in Shadow] - a Polycount thread &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;How to work around UDK modular problems. &lt;br /&gt;
* [http://www.3dmotive.com/product-modular-building-udk Modular Building Workflow] - ($) a 3dmotive tutorial by [http://www.tylerwanlass.com/ Tyler Wanlass] that covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[Category:ConceptEnvironment]]&lt;br /&gt;
* [[Category:EnvironmentModeling]]&lt;br /&gt;
* [[Category:EnvironmentTexturing]] &lt;br /&gt;
* [[Category:GameDesign]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Environment]] [[Category:EnvironmentModeling]]&lt;/div&gt;</summary>
		<author><name>AlistairBraz</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:EnvironmentModularity</id>
		<title>Category:EnvironmentModularity</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:EnvironmentModularity"/>
				<updated>2011-07-12T14:32:10Z</updated>
		
		<summary type="html">&lt;p&gt;AlistairBraz: Fixed up formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ## page was renamed from [[Category:EnvironmentDesign]] --&amp;gt;&lt;br /&gt;
= Category Environment Modularity =&lt;br /&gt;
Topics about making modular environment art for games. &lt;br /&gt;
&lt;br /&gt;
Modular means pieces are made to fit together according to a common pattern, so just a few pieces can be reused multiple times to create a bunch of variety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pages in This Category ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modular Design ==&lt;br /&gt;
How to plan out the development of modular environment pieces. The design of modular pieces is closely linked to game design; see [[Category:GameDesign]] for more.&lt;br /&gt;
&lt;br /&gt;
* [http://udn.epicgames.com/Two/WorkflowAndModularity.html Workflow techniques and modularity with Unreal game technology] - by ''[http://www.epicgames.com Epic Games]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A guide to setting up your art-to-level-design pipeline and designing modularly.&lt;br /&gt;
* [http://forums.cgsociety.org/showthread.php?f=39&amp;amp;t=444791&amp;amp;page=7&amp;amp;pp=15#post4855106 Environment workflow from an artist working on a Crysis mod] - by ''[http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A modular city building and its texture sheet. &lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=54178 Mod Facade Challenge] - by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Breaking up a building into modular pieces and designing the texture sheet.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=52743 Adam Bromell's sketchbook thread] - by ''[http://www.adambromell.com Adam 'adamBrome' Bromell]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Breaking an environment down into modular pieces.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=52565 Chris' sketchbook thread] - by ''[http://chrisholden.net/ Chris 'cholden' Holden]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Environment design &amp;amp; modular workflow.&lt;br /&gt;
* [http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html Visually Appealing Building Guide] - by ''[http://www.chrisalbeluhn.com Christopher Albeluhn]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;An excellent breakdown of how to create visual interest with game buildings. [http://www.chrisalbeluhn.com/3D_Tutorials.html Additional tutorials here].&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=78444 Modular design within games] - a Polycount thread &amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Research about modular methods.&lt;br /&gt;
* [http://www.3dmotive.com/product-modular-building-udk Modular Building Workflow] - ($) a 3dmotive tutorial by [http://www.tylerwanlass.com/ Tyler Wanlass] that covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.&lt;br /&gt;
* [http://www.thiagoklafke.com/modularenvironments.html Modular Environments in UDK] - a tutorial by ''[http://www.thiagoklafke.com/index.html/ Thiago 'Minotaur0' Klafke]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Covers the techniques used to make [http://www.thiagoklafke.com/zestfoundation.html Zest Foundation.]&lt;br /&gt;
&lt;br /&gt;
== Modular Workflow ==&lt;br /&gt;
How to create modular environment pieces. &lt;br /&gt;
&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=678052#post678052 Environment workflow @ EpicGames] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A summary of the modular workflow used at Epic on Unreal Tournament 3.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=924231#post924231 Gears of War 2 modular modeling] - by ''[http://wiki.polycount.net/Rorshach Kevin Johnstone]'' &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Tips and screenshots of using the grid for modular work, as well as a ton of useful insight into the Environment worflow at Epic. A highly recommended read!&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=1101338#post1101338 Modular brick wall tiling] - by ''[http://iamglynnsmith.com/ Glynn Smith]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Tips and screenshots for sculpting modular brick walls.&lt;br /&gt;
* [http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html Generic wall tutorial] - by ''[http://www.brameulaers.com Bram 'Peris' Eulaers]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Using 3ds Max and Mudbox to sculpt tilable modular sections for a stone wall.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=50160 Rock modeling approaches] - a [http://boards.polycount.net/ Polycount] thread &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A variety of approaches for sculpting individual rocks and tilable cliffs.&lt;br /&gt;
* [http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/ Creating Perfectly Tiling Meshes in Zbrush for use in Videogame Environments] - by ''[http://osart3d.wordpress.com/ Owen 'SHEPEIRO' Shepherd]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Using ZBrush's 2.5D canvas to tile stamped meshes, then using Maya to model tilable geometry.&lt;br /&gt;
* [http://www.philipk.net/tutorials/modular_sets/modular_sets.html  Working with Modular Sets] - by ''[http://www.philipk.net Philip 'PhilipK' Klevestav]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;How to design and texture modular sci-fi wall panels.&lt;br /&gt;
* [http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html  Working with Modular Rocks] - by ''[http://www.philipk.net Philip 'PhilipK' Klevestav]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;How to design, model, and texture modular rock assets, using Crazy Bump, Photoshop, and 3ds Max.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=76476 Modular Floor Tiles - Outlined in Shadow] - a Polycount thread &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;How to work around UDK modular problems. &lt;br /&gt;
* [http://www.3dmotive.com/product-modular-building-udk Modular Building Workflow] - ($) a 3dmotive tutorial by [http://www.tylerwanlass.com/ Tyler Wanlass] that covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[Category:ConceptEnvironment]]&lt;br /&gt;
* [[Category:EnvironmentModeling]]&lt;br /&gt;
* [[Category:EnvironmentTexturing]] &lt;br /&gt;
* [[Category:GameDesign]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Environment]] [[Category:EnvironmentModeling]]&lt;/div&gt;</summary>
		<author><name>AlistairBraz</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:EnvironmentModularity</id>
		<title>Category:EnvironmentModularity</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:EnvironmentModularity"/>
				<updated>2011-07-12T14:30:44Z</updated>
		
		<summary type="html">&lt;p&gt;AlistairBraz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ## page was renamed from [[Category:EnvironmentDesign]] --&amp;gt;&lt;br /&gt;
= Category Environment Modularity =&lt;br /&gt;
Topics about making modular environment art for games. &lt;br /&gt;
&lt;br /&gt;
Modular means pieces are made to fit together according to a common pattern, so just a few pieces can be reused multiple times to create a bunch of variety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pages in This Category ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modular Design ==&lt;br /&gt;
How to plan out the development of modular environment pieces. The design of modular pieces is closely linked to game design; see [[Category:GameDesign]] for more.&lt;br /&gt;
&lt;br /&gt;
* [http://udn.epicgames.com/Two/WorkflowAndModularity.html Workflow techniques and modularity with Unreal game technology] - by ''[http://www.epicgames.com Epic Games]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A guide to setting up your art-to-level-design pipeline and designing modularly.&lt;br /&gt;
* [http://forums.cgsociety.org/showthread.php?f=39&amp;amp;t=444791&amp;amp;page=7&amp;amp;pp=15#post4855106 Environment workflow from an artist working on a Crysis mod] - by ''[http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A modular city building and its texture sheet. &lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=54178 Mod Facade Challenge] - by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Breaking up a building into modular pieces and designing the texture sheet.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=52743 Adam Bromell's sketchbook thread] - by ''[http://www.adambromell.com Adam 'adamBrome' Bromell]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Breaking an environment down into modular pieces.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=52565 Chris' sketchbook thread] - by ''[http://chrisholden.net/ Chris 'cholden' Holden]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Environment design &amp;amp; modular workflow.&lt;br /&gt;
* [http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html Visually Appealing Building Guide] - by ''[http://www.chrisalbeluhn.com Christopher Albeluhn]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;An excellent breakdown of how to create visual interest with game buildings. [http://www.chrisalbeluhn.com/3D_Tutorials.html Additional tutorials here].&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=78444 Modular design within games] - a Polycount thread &amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Research about modular methods.&lt;br /&gt;
* [http://www.3dmotive.com/product-modular-building-udk Modular Building Workflow] - ($) a 3dmotive tutorial by [http://www.tylerwanlass.com/ Tyler Wanlass] that covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.&lt;br /&gt;
* [http://www.thiagoklafke.com/modularenvironments.html Modular Environments in UDK] - a tutorial by [http://www.thiagoklafke.com/index.html/ Thiago 'Minotaur0' Klafke] that covers the techniques used to make [http://www.thiagoklafke.com/zestfoundation.html Zest Foundation]&lt;br /&gt;
&lt;br /&gt;
== Modular Workflow ==&lt;br /&gt;
How to create modular environment pieces. &lt;br /&gt;
&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=678052#post678052 Environment workflow @ EpicGames] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A summary of the modular workflow used at Epic on Unreal Tournament 3.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=924231#post924231 Gears of War 2 modular modeling] - by ''[http://wiki.polycount.net/Rorshach Kevin Johnstone]'' &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Tips and screenshots of using the grid for modular work, as well as a ton of useful insight into the Environment worflow at Epic. A highly recommended read!&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=1101338#post1101338 Modular brick wall tiling] - by ''[http://iamglynnsmith.com/ Glynn Smith]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Tips and screenshots for sculpting modular brick walls.&lt;br /&gt;
* [http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html Generic wall tutorial] - by ''[http://www.brameulaers.com Bram 'Peris' Eulaers]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Using 3ds Max and Mudbox to sculpt tilable modular sections for a stone wall.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=50160 Rock modeling approaches] - a [http://boards.polycount.net/ Polycount] thread &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A variety of approaches for sculpting individual rocks and tilable cliffs.&lt;br /&gt;
* [http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/ Creating Perfectly Tiling Meshes in Zbrush for use in Videogame Environments] - by ''[http://osart3d.wordpress.com/ Owen 'SHEPEIRO' Shepherd]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Using ZBrush's 2.5D canvas to tile stamped meshes, then using Maya to model tilable geometry.&lt;br /&gt;
* [http://www.philipk.net/tutorials/modular_sets/modular_sets.html  Working with Modular Sets] - by ''[http://www.philipk.net Philip 'PhilipK' Klevestav]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;How to design and texture modular sci-fi wall panels.&lt;br /&gt;
* [http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html  Working with Modular Rocks] - by ''[http://www.philipk.net Philip 'PhilipK' Klevestav]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;How to design, model, and texture modular rock assets, using Crazy Bump, Photoshop, and 3ds Max.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=76476 Modular Floor Tiles - Outlined in Shadow] - a Polycount thread &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;How to work around UDK modular problems. &lt;br /&gt;
* [http://www.3dmotive.com/product-modular-building-udk Modular Building Workflow] - ($) a 3dmotive tutorial by [http://www.tylerwanlass.com/ Tyler Wanlass] that covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[Category:ConceptEnvironment]]&lt;br /&gt;
* [[Category:EnvironmentModeling]]&lt;br /&gt;
* [[Category:EnvironmentTexturing]] &lt;br /&gt;
* [[Category:GameDesign]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Environment]] [[Category:EnvironmentModeling]]&lt;/div&gt;</summary>
		<author><name>AlistairBraz</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:EnvironmentModularity</id>
		<title>Category:EnvironmentModularity</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:EnvironmentModularity"/>
				<updated>2011-07-12T14:29:48Z</updated>
		
		<summary type="html">&lt;p&gt;AlistairBraz: Added Minotaur0's modular tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ## page was renamed from [[Category:EnvironmentDesign]] --&amp;gt;&lt;br /&gt;
= Category Environment Modularity =&lt;br /&gt;
Topics about making modular environment art for games. &lt;br /&gt;
&lt;br /&gt;
Modular means pieces are made to fit together according to a common pattern, so just a few pieces can be reused multiple times to create a bunch of variety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pages in This Category ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modular Design ==&lt;br /&gt;
How to plan out the development of modular environment pieces. The design of modular pieces is closely linked to game design; see [[Category:GameDesign]] for more.&lt;br /&gt;
&lt;br /&gt;
* [http://udn.epicgames.com/Two/WorkflowAndModularity.html Workflow techniques and modularity with Unreal game technology] - by ''[http://www.epicgames.com Epic Games]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A guide to setting up your art-to-level-design pipeline and designing modularly.&lt;br /&gt;
* [http://forums.cgsociety.org/showthread.php?f=39&amp;amp;t=444791&amp;amp;page=7&amp;amp;pp=15#post4855106 Environment workflow from an artist working on a Crysis mod] - by ''[http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A modular city building and its texture sheet. &lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=54178 Mod Facade Challenge] - by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Breaking up a building into modular pieces and designing the texture sheet.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=52743 Adam Bromell's sketchbook thread] - by ''[http://www.adambromell.com Adam 'adamBrome' Bromell]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Breaking an environment down into modular pieces.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=52565 Chris' sketchbook thread] - by ''[http://chrisholden.net/ Chris 'cholden' Holden]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Environment design &amp;amp; modular workflow.&lt;br /&gt;
* [http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html Visually Appealing Building Guide] - by ''[http://www.chrisalbeluhn.com Christopher Albeluhn]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;An excellent breakdown of how to create visual interest with game buildings. [http://www.chrisalbeluhn.com/3D_Tutorials.html Additional tutorials here].&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=78444 Modular design within games] - a Polycount thread &amp;lt;&amp;lt;BR&amp;gt;&amp;gt; Research about modular methods.&lt;br /&gt;
* [http://www.3dmotive.com/product-modular-building-udk Modular Building Workflow] - ($) a 3dmotive tutorial by [http://www.tylerwanlass.com/ Tyler Wanlass] that covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.&lt;br /&gt;
* [http://www.thiagoklafke.com/modularenvironments.html]] - a tutorial by [[http://www.thiagoklafke.com/index.html/ Thiago 'Minotaur0' Klafke] that covers the techniques used to make [http://www.thiagoklafke.com/zestfoundation.html Zest Foundation]&lt;br /&gt;
&lt;br /&gt;
== Modular Workflow ==&lt;br /&gt;
How to create modular environment pieces. &lt;br /&gt;
&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=678052#post678052 Environment workflow @ EpicGames] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A summary of the modular workflow used at Epic on Unreal Tournament 3.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=924231#post924231 Gears of War 2 modular modeling] - by ''[http://wiki.polycount.net/Rorshach Kevin Johnstone]'' &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Tips and screenshots of using the grid for modular work, as well as a ton of useful insight into the Environment worflow at Epic. A highly recommended read!&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=1101338#post1101338 Modular brick wall tiling] - by ''[http://iamglynnsmith.com/ Glynn Smith]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Tips and screenshots for sculpting modular brick walls.&lt;br /&gt;
* [http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html Generic wall tutorial] - by ''[http://www.brameulaers.com Bram 'Peris' Eulaers]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Using 3ds Max and Mudbox to sculpt tilable modular sections for a stone wall.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=50160 Rock modeling approaches] - a [http://boards.polycount.net/ Polycount] thread &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A variety of approaches for sculpting individual rocks and tilable cliffs.&lt;br /&gt;
* [http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/ Creating Perfectly Tiling Meshes in Zbrush for use in Videogame Environments] - by ''[http://osart3d.wordpress.com/ Owen 'SHEPEIRO' Shepherd]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Using ZBrush's 2.5D canvas to tile stamped meshes, then using Maya to model tilable geometry.&lt;br /&gt;
* [http://www.philipk.net/tutorials/modular_sets/modular_sets.html  Working with Modular Sets] - by ''[http://www.philipk.net Philip 'PhilipK' Klevestav]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;How to design and texture modular sci-fi wall panels.&lt;br /&gt;
* [http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html  Working with Modular Rocks] - by ''[http://www.philipk.net Philip 'PhilipK' Klevestav]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;How to design, model, and texture modular rock assets, using Crazy Bump, Photoshop, and 3ds Max.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=76476 Modular Floor Tiles - Outlined in Shadow] - a Polycount thread &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;How to work around UDK modular problems. &lt;br /&gt;
* [http://www.3dmotive.com/product-modular-building-udk Modular Building Workflow] - ($) a 3dmotive tutorial by [http://www.tylerwanlass.com/ Tyler Wanlass] that covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[Category:ConceptEnvironment]]&lt;br /&gt;
* [[Category:EnvironmentModeling]]&lt;br /&gt;
* [[Category:EnvironmentTexturing]] &lt;br /&gt;
* [[Category:GameDesign]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Environment]] [[Category:EnvironmentModeling]]&lt;/div&gt;</summary>
		<author><name>AlistairBraz</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/ModularBoulderCave</id>
		<title>ModularBoulderCave</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/ModularBoulderCave"/>
				<updated>2011-07-12T14:18:21Z</updated>
		
		<summary type="html">&lt;p&gt;AlistairBraz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Modular Boulders and Cave Tutorial =&lt;br /&gt;
Tutorial by Felix [http://www.polycount.com/forum/member.php?u=32680 'Fewes'] Westin from the Polycount [http://www.polycount.com/forum/showpost.php?p=1384867&amp;amp;postcount=6390 What Are You Working On thread].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Renders ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| [[attachment:Felix_Fewes_Westin_BoulderRender.jpg|Media:ModularBoulderCave/attachments/Felix_Fewes_Westin_BoulderRender.jpg&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| [[attachment:Felix_Fewes_Westin_CaveRender.jpg|Media:ModularBoulderCave/attachments/Felix_Fewes_Westin_CaveRender.jpg&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=1384867#post1384867 The original Polycount post]&lt;br /&gt;
* [[Category:EnvironmentModeling]]&lt;br /&gt;
* [[EnvironmentSculpting]]&lt;br /&gt;
* [[BaseMesh]]&lt;br /&gt;
* [[ReTopologyModeling]]&lt;br /&gt;
* [[Category:Tools]]#3D_Sculpting_Software&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:EnvironmentModeling]]&lt;/div&gt;</summary>
		<author><name>AlistairBraz</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/ModularBoulderCave</id>
		<title>ModularBoulderCave</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/ModularBoulderCave"/>
				<updated>2011-07-12T14:16:26Z</updated>
		
		<summary type="html">&lt;p&gt;AlistairBraz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Modular Boulders and Cave Tutorial =&lt;br /&gt;
Tutorial by Felix [http://www.polycount.com/forum/member.php?u=32680 'Fewes'] Westin from the Polycount [http://www.polycount.com/forum/showpost.php?p=1384867&amp;amp;postcount=6390 What Are You Working On thread].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Renders ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| [[attachment:Felix_Fewes_Westin_BoulderRender.jpg|Media:ModularBoulderCave/attachments/Felix_Fewes_Westin_BoulderRender.jpg&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| [[attachment:Felix_Fewes_Westin_CaveRender.jpg|Media:ModularBoulderCave/attachments/Felix_Fewes_Westin_CaveRender.jpg&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=1384867#post1384867 The original Polycount post]&lt;br /&gt;
* [[Category:EnvironmentModeling]]&lt;br /&gt;
* [[EnvironmentSculpting]]&lt;br /&gt;
* [[BaseMesh]]&lt;br /&gt;
* [[ReTopologyModeling]]&lt;br /&gt;
* [[Category:Tools]]#3D_Sculpting_Software&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:EnvironmentModeling]]&lt;/div&gt;</summary>
		<author><name>AlistairBraz</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/PhotoshopTools</id>
		<title>PhotoshopTools</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/PhotoshopTools"/>
				<updated>2011-06-15T23:57:33Z</updated>
		
		<summary type="html">&lt;p&gt;AlistairBraz: Fixed URL for Custom Flash Panels by Zoltan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Photoshop Tools =&lt;br /&gt;
Plugins and tools for use with [[Category:Tools#Main_2D_Software|Photoshop]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interface Tweaks ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Tool''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Author''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://www.groovypost.com/howto/groovytip/enable-color-picker-shortcut-key-photoshop-cs3-cs4/ Color Picker Shortcut In Photoshop CS3 and CS4] &lt;br /&gt;
|  [http://matthiasschuetz.com/ Mathias Scheutz] &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://nerdchallenge.com/lenwhite/ Painter's Wheel HSV Color Picker for Photoshop CS4+] &lt;br /&gt;
|  [http://nerdchallenge.com/lenwhite Len White] &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://www.zspline.net/blog/my-photoshop-panels/ Custom Flash Panels] &lt;br /&gt;
|  [http://www.zspline.net/blog/about/ Zoltan Erdokovy] &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[[Category:Tools]]#Tablet_Utilities &lt;br /&gt;
|  (various) &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://www.polycount.com/forum/showthread.php?p=1251347#post1251347 PS CS5: The Undo/Layer Dance] &lt;br /&gt;
|  [http://sinistergfx.com/ Will 'sinistergfx' Fuller] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Filters_and_Actions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Actions, Filters, Scripts ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Tool''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Author''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Cost''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://blarg.robertkist.com/?p=11 Normal Map Rotate] &lt;br /&gt;
|  [http://blarg.robertkist.com/?page_id=2 Robert Kist] &lt;br /&gt;
|  Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://cgted.com/ nDo Normal Creation Toolkit] &lt;br /&gt;
|  [http://senita.se/portfolio/ Teddy Bergsman] &lt;br /&gt;
|  Donationware &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop NVIDIA Photoshop Normal Map Filter] &lt;br /&gt;
|  [http://nvidia.com NVIDIA] &lt;br /&gt;
|  Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://www.philipk.net/tutorials/materials/materials.html PhilipsActions] &lt;br /&gt;
|  [http://www.philipk.net Philip 'PhilipK' Klevestav] &lt;br /&gt;
|  Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://www.xnormal.net Xnormal Photoshop filters] &lt;br /&gt;
|  [http://santyhammer.blogspot.com/ Santiago 'jogshy' Orgaz] &lt;br /&gt;
|  Donationware &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://www.hesido.com/base.php?page=tutorials&amp;amp;sub=offsetall Offset All Visible Layers PS7/CS/CS2 script] &lt;br /&gt;
|  [http://www.hesido.com/ Emrah BAŞKAYA] &lt;br /&gt;
|  Free &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://www.btinternet.com/~cateran/simple/#hw HalfWrap], [http://www.btinternet.com/~cateran/simple/bonus.zip LeftRightWrap &amp;amp; TopBottomWrap] filters &lt;br /&gt;
|  [http://www.btinternet.com/~cateran/simple Sandy Blair] &lt;br /&gt;
|  Free &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Export Tools ==&lt;br /&gt;
Alphabetical by format...&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Tool''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Author''' &lt;br /&gt;
|&amp;lt;#383838&amp;gt;|'''Formats''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://www.polycount.com/forum/showthread.php?t=68118 qSave] &lt;br /&gt;
|  [http://www.svartberg.com/ Ariel Chai] &lt;br /&gt;
|  [[BMP]], [[DDS]], [[PNG]], [[TGA]] &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://docs.kaneva.com/mediawiki/index.php/Photoshop_DDS_Exporter Photoshop DDS Exporter] &lt;br /&gt;
|  [http://www.ericnevans.com/ Eric N. Evans] &lt;br /&gt;
|  [[DDS]] &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop NVIDIA Photoshop DDS Export/Import] &lt;br /&gt;
|  [http://nvidia.com NVIDIA] &lt;br /&gt;
|  [[DDS]] &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://www.cablecow.com/notes.html JD Texture Exporter] &lt;br /&gt;
|  [http://www.cablecow.com James Deschenes] &lt;br /&gt;
|  [[JPG]], [[PNG]], [[TDL]], [[TGA]], [[TIF]], &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://www.polycount.com/forum/showthread.php?t=73579 d1v save archive] &lt;br /&gt;
|  [http://d1v.daportfolio.com/ Andrew 'd1ver' Maximov] &lt;br /&gt;
|  [[JPG]], [[TGA]] &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://www.markverkerk.nl/index.php/photoshop-scripts/ Export scripts] &lt;br /&gt;
|  [http://www.markverkerk.nl Mark Verkerk]&lt;br /&gt;
|  [[TGA]] &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;|[http://home.insightbb.com/~jamestaylor/ vTools: Scripts for Photoshop] &lt;br /&gt;
|  [http://boards.polycount.net/member.php?u=13787 James 'HarlequiN' Taylor] &lt;br /&gt;
|  [[TGA]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>AlistairBraz</name></author>	</entry>

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