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	<entry>
		<id>http://wiki.polycount.com/wiki/Lighting</id>
		<title>Lighting</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Lighting"/>
				<updated>2020-05-28T22:06:28Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: /* Resources */ Added &amp;quot;Tutorials: Does three point lighting suck?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All about lighting in games.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
[[Image:brian-leleux.jpg|link=http://polycount.com/discussion/comment/2441187/#Comment_2441187|100px]] [http://polycount.com/discussion/comment/2441187/#Comment_2441187 Outdoor Lighting Process in UE4]&lt;br /&gt;
&lt;br /&gt;
[[Image:zone-system.jpg|link=http://polycount.com/discussion/comment/2394796/#Comment_2394796|100px]] &lt;br /&gt;
[http://polycount.com/discussion/comment/2394796/#Comment_2394796 Useful lighting critique]&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting-cay.jpg|link=http://polycount.com/discussion/comment/2394303/#Comment_2394303|100px]] [http://polycount.com/discussion/comment/2394303/#Comment_2394303 (UE4) Asylum Environment - Lighting Setup] &lt;br /&gt;
&lt;br /&gt;
[[Image:Dota2CharacterTextureGuide.png|link=http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf]] [http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf Dota 2 Character Texture Guide] by Valve Software, from [http://www.dota2.com/workshop/ Dota 2 Workshop] shows how to use [[Ambient_occlusion_map|ambient occlusion]] and point light [[Texture_Baking|bakes]] to create the diffuse texture. [[file:Dota2CharacterTextureGuide.pdf]](3MB pdf backup)&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_marmoset.png|link=http://www.marmoset.co/toolbag/learn/character-lighting]] [http://www.marmoset.co/toolbag/learn/character-lighting Character Lighting Tutorial - Marmoset] by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]''&lt;br /&gt;
&lt;br /&gt;
[[Image:Lighting_bioshock_infinite.jpg|link=http://solid-angle.blogspot.se/2014/03/bioshock-infinite-lighting.html]] [http://solid-angle.blogspot.se/2014/03/bioshock-infinite-lighting.html BioShock Infinite Lighting] by ''[http://solid-angle.blogspot.se/ Steve Anichini]''&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_vickery.png|link=http://www.thegnomonworkshop.com/store/product/185/Practical-Light-and-Color]] [http://www.thegnomonworkshop.com/store/product/185/Practical-Light-and-Color Practical Light and Color] ($) by ''Jeremy Vickery'' - video by a lighting artist at Pixar &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_yotbook.png|link=http://www.amazon.com/Light-Visual-Artists-Understanding-Design/dp/185669660X/]] [http://www.amazon.com/Light-Visual-Artists-Understanding-Design/dp/185669660X/ Light for Visual Artists: Understanding &amp;amp; Using Light in Art &amp;amp; Design] ($) by ''Richard Yot'' &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_gurney.png|link=http://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719/]] [http://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719/ Color and Light: A Guide for the Realist Painter] ($) by ''James Gurney'' - lighting from a painter's perspective, lavishly illustrated. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_alton.png|link=http://www.amazon.com/Painting-With-Light-John-Alton/dp/0520275845/]] [http://www.amazon.com/Painting-With-Light-John-Alton/dp/0520275845/ Painting With Light] ($) by ''John Alton'' - cinematographer's guide to lighting. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_birn.png|link=http://www.amazon.com/Digital-Lighting-Rendering-2nd-Edition/dp/0321316312]] [http://www.amazon.com/Digital-Lighting-Rendering-2nd-Edition/dp/0321316312 Digital Lighting and Rendering] ($) by ''Jeremy Birn'' - digital artist's guide to lighting. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_dejong.png|link=http://www.scribd.com/doc/4063526/Pages-From-TheHowsAndWhysOfLevelDesignSE-Lighting]] [http://www.scribd.com/doc/4063526/Pages-From-TheHowsAndWhysOfLevelDesignSE-Lighting The Hows and Whys of Level Design - Lighting] ($) by ''[http://www.hourences.com Sjoerd 'hourences' De Jong]'' &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_price.png|link=http://youtu.be/Qj1FK8n7WgY]] [http://youtu.be/Qj1FK8n7WgY Understanding Color] by ''Andrew Price'' - video by a Blender artist, see also [http://www.blenderguru.com/videos/understanding-colors/ the web page version]. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_richardyot.png|link=http://www.itchy-animation.co.uk/light.htm]] [http://www.itchy-animation.co.uk/light.htm LIGHT - a detailed tutorial] by ''[http://www.itchy-animation.co.uk Richard Yot]''  &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_advlightakram.png|link=http://warpedspace.org/lightingT/part1.htm]] [http://warpedspace.org/lightingT/part1.htm Advanced Lighting Techniques] by ''[http://warpedspace.org Amaan Akram]''  &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_dygert.png|link=http://www.polycount.com/forum/showthread.php?t=51209]] [http://www.polycount.com/forum/showthread.php?t=51209 Lighting Basics and You...] thread on the Polycount Forum. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_3pointbirn.png|link=http://www.3drender.com/light/3point.html]] [http://www.3drender.com/light/3point.html Three-Point Lighting for 3D Renderings] by ''[http://www.3drender.com Jeremy Birn]'' &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_psgarttutorial.png|link=http://androidarts.com/art_tut.htm#light_stuff]] [http://androidarts.com/art_tut.htm#light_stuff PSG Art tutorial] by ''Arne Niklas Jansson''&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_lowel.png|link=http://www.m.lowel.com/edu/foundations_of_lighting.html]] [http://www.m.lowel.com/edu/foundations_of_lighting.html Foundations of Studio Lighting and Techniques] by ''[http://www.m.lowel.com/ Lowel-Light Mfg.]''&lt;br /&gt;
&lt;br /&gt;
[[Image:Lighting_lightingpixels.jpg|100px|link=http://lightingpixels.blogspot.com/2013/01/tutorials-does-three-point-lighting-suck.html]] [http://lightingpixels.blogspot.com/2013/01/tutorials-does-three-point-lighting-suck.html Tutorials: Does three point lighting suck?] by ''Edu Martin Julve''&lt;br /&gt;
&lt;br /&gt;
== Global Illumination (GI) ==&lt;br /&gt;
GI calculates how light touches objects in a scene, and bounces off (or through) to illuminate other objects nearby. Because light is scattered by these bounces, GI renders soft shadows and colored light bleeding, creating more realistic lighting. &lt;br /&gt;
&lt;br /&gt;
Global illumination is expensive to render, but there are various approximations in use in games rendering...&lt;br /&gt;
&lt;br /&gt;
=== Image Based Lighting (IBL) ===&lt;br /&gt;
Image based lighting surrounds the scene with a dome or sphere, which is mapped with an image. This image contributes lighting to everything inside it. Bright parts of the image create brighter lighting on the sides of objects that face that direction. &lt;br /&gt;
&lt;br /&gt;
This is very fast to render, so it can be used in real-time.&lt;br /&gt;
&lt;br /&gt;
IBL approximates global illumination, because the image can have multiple light sources, and can simulate light bouncing off distant surfaces to illuminate the scene objects. However it does not handle nearby light bounces... objects inside the scene don't bounce light onto each other.&lt;br /&gt;
&lt;br /&gt;
Marmoset [http://www.marmoset.co/ Toolbag and Skyshop] are real-time rendering engines that use image based lighting.&lt;br /&gt;
&lt;br /&gt;
=== Voxel Cone-Tracing Global Illumination ===&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100642 voxel cone-tracing GI discussion]&lt;br /&gt;
&lt;br /&gt;
Recently attempted for the new Unreal Engine 4, but dropped due to the limitations of PlayStation 4 hardware.&lt;br /&gt;
&lt;br /&gt;
=== Spherical Harmonic Lighting (SH) ===&lt;br /&gt;
See [http://en.wikipedia.org/wiki/Spherical_harmonic_lighting Wikipedia].&lt;br /&gt;
&lt;br /&gt;
== Physically Based Rendering (PBR) ==&lt;br /&gt;
See [[PBR]].&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=2031508 Next gen Lighting] on the Polycount Forum.&lt;br /&gt;
* [[:Category:Rendering]]&lt;br /&gt;
* [[:Category:Shaders]]&lt;br /&gt;
* [[AmbientOcclusionVertexColor]]&lt;br /&gt;
* [[Concept_Fundamentals#Painting_Fundamentals]]&lt;br /&gt;
* [[Glow]]&lt;br /&gt;
* [[SmoothingGroups]]&lt;br /&gt;
* [[VertexNormal]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Lighting]][[Category:Discipline]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:Lighting_lightingpixels.jpg</id>
		<title>File:Lighting lightingpixels.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:Lighting_lightingpixels.jpg"/>
				<updated>2020-05-28T22:02:22Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: Taken from http://lightingpixels.blogspot.com/2013/01/tutorials-does-three-point-lighting-suck.html

Author: Edu Martin Julve&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taken from http://lightingpixels.blogspot.com/2013/01/tutorials-does-three-point-lighting-suck.html&lt;br /&gt;
&lt;br /&gt;
Author: Edu Martin Julve&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Lighting</id>
		<title>Lighting</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Lighting"/>
				<updated>2020-05-28T21:52:11Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: /* Resources */ Re-added the lowel.tiffen tutorial. Seems like a mobile copy still exists, not sure for how long.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All about lighting in games.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
[[Image:brian-leleux.jpg|link=http://polycount.com/discussion/comment/2441187/#Comment_2441187|100px]] [http://polycount.com/discussion/comment/2441187/#Comment_2441187 Outdoor Lighting Process in UE4]&lt;br /&gt;
&lt;br /&gt;
[[Image:zone-system.jpg|link=http://polycount.com/discussion/comment/2394796/#Comment_2394796|100px]] &lt;br /&gt;
[http://polycount.com/discussion/comment/2394796/#Comment_2394796 Useful lighting critique]&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting-cay.jpg|link=http://polycount.com/discussion/comment/2394303/#Comment_2394303|100px]] [http://polycount.com/discussion/comment/2394303/#Comment_2394303 (UE4) Asylum Environment - Lighting Setup] &lt;br /&gt;
&lt;br /&gt;
[[Image:Dota2CharacterTextureGuide.png|link=http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf]] [http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf Dota 2 Character Texture Guide] by Valve Software, from [http://www.dota2.com/workshop/ Dota 2 Workshop] shows how to use [[Ambient_occlusion_map|ambient occlusion]] and point light [[Texture_Baking|bakes]] to create the diffuse texture. [[file:Dota2CharacterTextureGuide.pdf]](3MB pdf backup)&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_marmoset.png|link=http://www.marmoset.co/toolbag/learn/character-lighting]] [http://www.marmoset.co/toolbag/learn/character-lighting Character Lighting Tutorial - Marmoset] by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]''&lt;br /&gt;
&lt;br /&gt;
[[Image:Lighting_bioshock_infinite.jpg|link=http://solid-angle.blogspot.se/2014/03/bioshock-infinite-lighting.html]] [http://solid-angle.blogspot.se/2014/03/bioshock-infinite-lighting.html BioShock Infinite Lighting] by ''[http://solid-angle.blogspot.se/ Steve Anichini]''&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_vickery.png|link=http://www.thegnomonworkshop.com/store/product/185/Practical-Light-and-Color]] [http://www.thegnomonworkshop.com/store/product/185/Practical-Light-and-Color Practical Light and Color] ($) by ''Jeremy Vickery'' - video by a lighting artist at Pixar &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_yotbook.png|link=http://www.amazon.com/Light-Visual-Artists-Understanding-Design/dp/185669660X/]] [http://www.amazon.com/Light-Visual-Artists-Understanding-Design/dp/185669660X/ Light for Visual Artists: Understanding &amp;amp; Using Light in Art &amp;amp; Design] ($) by ''Richard Yot'' &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_gurney.png|link=http://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719/]] [http://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719/ Color and Light: A Guide for the Realist Painter] ($) by ''James Gurney'' - lighting from a painter's perspective, lavishly illustrated. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_alton.png|link=http://www.amazon.com/Painting-With-Light-John-Alton/dp/0520275845/]] [http://www.amazon.com/Painting-With-Light-John-Alton/dp/0520275845/ Painting With Light] ($) by ''John Alton'' - cinematographer's guide to lighting. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_birn.png|link=http://www.amazon.com/Digital-Lighting-Rendering-2nd-Edition/dp/0321316312]] [http://www.amazon.com/Digital-Lighting-Rendering-2nd-Edition/dp/0321316312 Digital Lighting and Rendering] ($) by ''Jeremy Birn'' - digital artist's guide to lighting. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_dejong.png|link=http://www.scribd.com/doc/4063526/Pages-From-TheHowsAndWhysOfLevelDesignSE-Lighting]] [http://www.scribd.com/doc/4063526/Pages-From-TheHowsAndWhysOfLevelDesignSE-Lighting The Hows and Whys of Level Design - Lighting] ($) by ''[http://www.hourences.com Sjoerd 'hourences' De Jong]'' &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_price.png|link=http://youtu.be/Qj1FK8n7WgY]] [http://youtu.be/Qj1FK8n7WgY Understanding Color] by ''Andrew Price'' - video by a Blender artist, see also [http://www.blenderguru.com/videos/understanding-colors/ the web page version]. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_richardyot.png|link=http://www.itchy-animation.co.uk/light.htm]] [http://www.itchy-animation.co.uk/light.htm LIGHT - a detailed tutorial] by ''[http://www.itchy-animation.co.uk Richard Yot]''  &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_advlightakram.png|link=http://warpedspace.org/lightingT/part1.htm]] [http://warpedspace.org/lightingT/part1.htm Advanced Lighting Techniques] by ''[http://warpedspace.org Amaan Akram]''  &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_dygert.png|link=http://www.polycount.com/forum/showthread.php?t=51209]] [http://www.polycount.com/forum/showthread.php?t=51209 Lighting Basics and You...] thread on the Polycount Forum. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_3pointbirn.png|link=http://www.3drender.com/light/3point.html]] [http://www.3drender.com/light/3point.html Three-Point Lighting for 3D Renderings] by ''[http://www.3drender.com Jeremy Birn]'' &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_psgarttutorial.png|link=http://androidarts.com/art_tut.htm#light_stuff]] [http://androidarts.com/art_tut.htm#light_stuff PSG Art tutorial] by ''Arne Niklas Jansson''&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_lowel.png|link=http://www.m.lowel.com/edu/foundations_of_lighting.html]] [http://www.m.lowel.com/edu/foundations_of_lighting.html Foundations of Studio Lighting and Techniques] by ''[http://www.m.lowel.com/ Lowel-Light Mfg.]''&lt;br /&gt;
&lt;br /&gt;
== Global Illumination (GI) ==&lt;br /&gt;
GI calculates how light touches objects in a scene, and bounces off (or through) to illuminate other objects nearby. Because light is scattered by these bounces, GI renders soft shadows and colored light bleeding, creating more realistic lighting. &lt;br /&gt;
&lt;br /&gt;
Global illumination is expensive to render, but there are various approximations in use in games rendering...&lt;br /&gt;
&lt;br /&gt;
=== Image Based Lighting (IBL) ===&lt;br /&gt;
Image based lighting surrounds the scene with a dome or sphere, which is mapped with an image. This image contributes lighting to everything inside it. Bright parts of the image create brighter lighting on the sides of objects that face that direction. &lt;br /&gt;
&lt;br /&gt;
This is very fast to render, so it can be used in real-time.&lt;br /&gt;
&lt;br /&gt;
IBL approximates global illumination, because the image can have multiple light sources, and can simulate light bouncing off distant surfaces to illuminate the scene objects. However it does not handle nearby light bounces... objects inside the scene don't bounce light onto each other.&lt;br /&gt;
&lt;br /&gt;
Marmoset [http://www.marmoset.co/ Toolbag and Skyshop] are real-time rendering engines that use image based lighting.&lt;br /&gt;
&lt;br /&gt;
=== Voxel Cone-Tracing Global Illumination ===&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100642 voxel cone-tracing GI discussion]&lt;br /&gt;
&lt;br /&gt;
Recently attempted for the new Unreal Engine 4, but dropped due to the limitations of PlayStation 4 hardware.&lt;br /&gt;
&lt;br /&gt;
=== Spherical Harmonic Lighting (SH) ===&lt;br /&gt;
See [http://en.wikipedia.org/wiki/Spherical_harmonic_lighting Wikipedia].&lt;br /&gt;
&lt;br /&gt;
== Physically Based Rendering (PBR) ==&lt;br /&gt;
See [[PBR]].&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=2031508 Next gen Lighting] on the Polycount Forum.&lt;br /&gt;
* [[:Category:Rendering]]&lt;br /&gt;
* [[:Category:Shaders]]&lt;br /&gt;
* [[AmbientOcclusionVertexColor]]&lt;br /&gt;
* [[Concept_Fundamentals#Painting_Fundamentals]]&lt;br /&gt;
* [[Glow]]&lt;br /&gt;
* [[SmoothingGroups]]&lt;br /&gt;
* [[VertexNormal]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Lighting]][[Category:Discipline]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Animation</id>
		<title>Animation</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Animation"/>
				<updated>2019-09-14T17:32:46Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: /* Animation Theory */ Added a new article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;About animation for games.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Animation Theory ==&lt;br /&gt;
* [http://www.scribd.com/doc/7582342/Preston-Blair-Cartoon-Animation Cartoon Animation] by [http://en.wikipedia.org/wiki/Preston_Blair Preston Blair]&lt;br /&gt;
* [http://www.animationarena.com/principles-of-animation.html 28 Principles of Animation] by [http://en.wikipedia.org/wiki/Walt_Stanchfield Walt Stanchfield]&lt;br /&gt;
* [http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/principles/lasseter_s94.htm Tricks to Animating Characters with a Computer] by [http://en.wikipedia.org/wiki/John_Lasseter John Lasseter]&lt;br /&gt;
* [http://www.animationarena.com/acting-and-animation.html Acting and Animation] by [http://www.doronmeir.com Doron A. Meir]&lt;br /&gt;
* [http://www.lettersofnote.com/2010/06/how-to-train-animator-by-walt-disney.html Letters of Note - How to Train an Animator] by Walt Disney&lt;br /&gt;
* [http://www.danfessler.com/blog/thoughts-on-modular-animation Thoughts on Modular Animation] by Dan Fessler&lt;br /&gt;
&lt;br /&gt;
== Animation Tutorials ==&lt;br /&gt;
* [http://polycount.com/discussion/105589 I want to be animator] thread on the Polycount forum with a bunch of useful links.&lt;br /&gt;
* [http://www.3dtotal.com/ffa/tutorials/maya/pose_animation/pose1.php Pose to Pose Pop-Through Animation] by [http://keithlango.com Keith Lango]&lt;br /&gt;
* [http://www.idleworm.com/how/anm/02w/walk1.shtml The Walk Cycle] tutorial by [http://www.angryanimator.com Dermot O’ Connor]&lt;br /&gt;
* [http://www.anticz.com/learn.htm Animation tutorials] by [http://www.anticz.com Mike Brown] (theory, gimbal lock, rigging, walk cycles)&lt;br /&gt;
* [http://animationclinic.com/ The Animation Clinic: Animation Training for the Masses] ($) by [http://keithlango.com Keith Lango]&lt;br /&gt;
* [http://spungella.blogspot.com/2008/06/animation-links-tools-tutorials-and.html Spungella] Many tutorials and links, great resource for Portfolio Tips, Animation Resources, and Rigs&lt;br /&gt;
* [http://andres.aniguild.com/animation_resources.htm Great Links at AndyToons] More links, Tutorials, Interviews with Great Animators etc.gathered by [http://andres.aniguild.com/email.htm Andres G. Lazaro]&lt;br /&gt;
* [http://www.angryanimator.com/word/test/ The Angry Animator] Bouncing Ball, Walk Cycle, and Lip Sync Tutorials by Dermot O' Conner&lt;br /&gt;
* [http://animationbuffet.blogspot.com/2008/03/norman.html Manipulating Rigs] at Animation Buffet (norman rig but can be applied to any rig) by Nair Archawattana&lt;br /&gt;
* [http://www.jasonryananimation.com/ Jason Ryan Animation]&lt;br /&gt;
* [http://www.traptcg.com/ TraptCG - animation tutorials as well as others.]&lt;br /&gt;
* [http://www.3dfiggins.com/writeups/fastAction/ Blocking Fast Action Shots] By Kiel Figgins&lt;br /&gt;
&lt;br /&gt;
== Rigging ==&lt;br /&gt;
[[Rigging]] means weighting a polygon mesh to a skeleton so the model can be animated.&lt;br /&gt;
&lt;br /&gt;
== Motion Capture ==&lt;br /&gt;
Sources for free motion capture (mocap).&lt;br /&gt;
&lt;br /&gt;
* http://www.animazoo.com/&lt;br /&gt;
* http://freemotionfiles.blogspot.com/&lt;br /&gt;
* http://www.mixamo.com/motions&lt;br /&gt;
* http://mocap.cs.cmu.edu/ ([http://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/3dsmax-friendly-release-of-cmu-motion-database bvh format for 3ds Max here])&lt;br /&gt;
* http://www.mocapdata.com/&lt;br /&gt;
* http://stockmoves.e-motek.com/&lt;br /&gt;
&lt;br /&gt;
== Blogs, Podcasts, Etc. ==&lt;br /&gt;
* http://www.navone.org/blogger/  Victor Navone's blog (The alien song guy who works for Pixar now)&lt;br /&gt;
* http://animationpodcast.com/  Animation Pod Cast&lt;br /&gt;
* [http://www.speakingofanimation.com/ Speaking of Animation] - Podcasts with Industry Professionals on current releases by [http://www.speakingofanimation.com/about/ Ben Willis, Adam Strick, Jacob Gardner, Stephen Melagrano]&lt;br /&gt;
* [http://www.carlosbaena.com Carlos Baena's Blog]&lt;br /&gt;
* [http://theyellingrocket.blogspot.com/ The Yelling Rocket]&lt;br /&gt;
&lt;br /&gt;
== Must Read Books ==&lt;br /&gt;
* [http://www.amazon.com/Illusion-Life-Disney-Animation/dp/0786860707/ The Illusion of Life] by Ollie Johnston and Frank Thomas&lt;br /&gt;
* [http://www.theanimatorssurvivalkit.com The Animator's Survival Kit] by [http://www.theanimatorssurvivalkit.com/biography.html Richard Williams]&lt;br /&gt;
* [http://www.amazon.com/Drawn-Life-Classes-Stanchfield-Lectures/dp/0240810961 Drawn to Life] by Walt Stanchfield&lt;br /&gt;
* [http://www.amazon.com/Animators-Workbook-Step-Step-Techniques/dp/0823002292/ The Animators Workbook] by Tony White&lt;br /&gt;
* [http://www.amazon.com/Stop-Staring-Facial-Modeling-Animation/dp/0471789208/ Stop Staring] by Jason Osipa&lt;br /&gt;
* [http://www.amazon.de/gp/product/0240810767/ Directing the Story] by Francis Glebas&lt;br /&gt;
* [http://www.anamie.com/anamie_home.html Anamie - simplified Drawing/planning animation] by&lt;br /&gt;
* [http://www.amazon.de/gp/product/0811850161/ Draw the Looney Toons] by Dan Romanelli&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Discipline]][[Category:Animation]][[Category:Character]][[Category:Environment]][[Category:Technical Art]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/FaceTopology</id>
		<title>FaceTopology</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/FaceTopology"/>
				<updated>2018-05-29T01:04:32Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: /* Topology Examples */ Added another example.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Examples of good face [[Topology]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[BodyTopology]]&lt;br /&gt;
* [[FaceTopology]]&lt;br /&gt;
* [[Limb Topology]]&lt;br /&gt;
* [[ShoulderTopology]]&lt;br /&gt;
* [[SphereTopology]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Anatomy Reference]]&lt;br /&gt;
* [[BaseMesh]]&lt;br /&gt;
* [[ReTopologyModeling]]&lt;br /&gt;
* [[Subdivision Surface Modeling]]&lt;br /&gt;
&lt;br /&gt;
== Topology Examples ==&lt;br /&gt;
&lt;br /&gt;
[[image:TomCrazyfoolParker_topology_breakdown.jpg|frame|left| Image by [https://tomparkersartdump.wordpress.com/ Tom &amp;quot;crazyfool&amp;quot; Parker]. See the Polycount thread [http://polycount.com/discussion/80005 Face Topology Breakdown Guide]. ]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Nazar_Noschenko_topology.jpg|frame|left| Image by [https://www.artstation.com/nazarnoschenko Nazar Noschenko]. Cinematic-friendly topology, follows most of the [http://hippydrome.com/MeshDesignFace.html hippydrome design].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Luis_Antonio_Facetopo.jpg|frame|left| Image by [http://artofluis.com/ Luis Antonio]. See the Polycount thread [http://polycount.com/discussion/80005 Face Topology Breakdown Guide]. ]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:LeeAlmighty_girDevonald_conquest_heads_sneak_peak.png|frame|left| Image by [http://crazyferretstudios.com/ Lee &amp;quot;Almighty_gir&amp;quot; Devonald]. See the Polycount thread [http://polycount.com/discussion/80005 Face Topology Breakdown Guide]. ]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:TamasVargatomVarga_blackbeard_wireframe.jpg|frame|left|Topology from the announcement trailer for Assassin's Creed IV: Black Flag. Image by [http://www.digicpictures.com/ Digic Pictures]. See the Polycount thread [http://polycount.com/discussion/80005 Face Topology Breakdown Guide]. ]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:MalcolmAndrieshyn_gears3_topology.jpg|frame|left| Gears of War 3 topology. Image by [http://malcom341.com/ MalcolmAndrieshyn]. See the Polycount thread [http://polycount.com/discussion/80005 Face Topology Breakdown Guide]. ]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:MassEffect3_SniperMesh.jpg|frame|left|The sniper from Mass Effect 3. See the Polycount thread [http://polycount.com/discussion/80005 Face Topology Breakdown Guide ]. Image by [http://masseffect.bioware.com/ BioWare].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:ex_head_wireframe.gif|frame|left|Head wireframe examples. Image by [http://www.poopinmymouth.com Ben 'poopinmymouth' Mathis].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:uncharted2_face.jpg|frame|left|Face model from [http://www.unchartedthegame.com/U2AT/ ''Uncharted 2'']. Image by [http://www.naughtydog.com/ Naughty Dog].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:bunk_poly_regions.jpg|frame|left|[http://forums.cgsociety.org/showpost.php?p=399351&amp;amp;postcount=82 More info in this CGTalk post]. Image by [http://forums.cgsociety.org/member.php?userid=7077 'bunk'].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:bunk_minimum_1.jpg|frame|left| Image by [http://forums.cgsociety.org/member.php?userid=7077 'bunk'].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:bunk_genericmesh.jpg|frame|left| Image by [http://forums.cgsociety.org/member.php?userid=7077 'bunk'].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:AndrewCamenisch_polywireBig.jpg|frame|left| Image by [http://www.imdb.com/name/nm1531253/ Andrew Camenisch].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:xsi_female_head.jpg|frame|left| Image by (artist unknown).]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:phreaknasty_cmw_fat.jpg|frame|left| Images by [http://forums.cgsociety.org/member.php?userid=1427 Care 'phreaknasty' Michaud].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:topo_samurai-spina.jpg|frame|left| Image by [http://sheaspina.com/ Shea 'spindraft' Spina].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Facial Features ==&lt;br /&gt;
&lt;br /&gt;
[[image:030_eyeBreakDown.jpg|frame|left|[https://80.lv/articles/secrets-of-human-shaders-in-ue4/ Secrets of Human Shaders in UE4] stylized character workflow process by [https://www.artstation.com/artist/phungdinhdung Dzung Phung Dinh], interview for 80.lv.]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:mathis_eye_construction.jpg|frame|left|[https://web-beta.archive.org/web/20150717014913/http://www.poopinmymouth.com/process/eyes/ng_eyes.htm Next-gen eye tutorial], also see the [http://polycount.com/discussion/97962 Polycount forum thread]. Image by [http://www.poopinmymouth.com Ben 'poopinmymouth' Mathis].]] [[image:mathis_eye_beauty.jpg|frame|left|[https://web-beta.archive.org/web/20150717014913/http://www.poopinmymouth.com/process/eyes/ng_eyes.htm Next-gen eye tutorial], also see the [http://polycount.com/discussion/97962 Polycount forum thread]. Image by [http://www.poopinmymouth.com Ben 'poopinmymouth' Mathis].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:arshlevon_eye_construction.jpg|frame|left| Eye modeling method for Resistance 3, info in this [http://polycount.com/discussion/comment/1568678/#Comment_1568678 Polycount forum thread]. Image by [http://arshlevon.cgsociety.org Samuel &amp;quot;arshlevon&amp;quot; Sharit].]] [[image:arshlevon_eye_beauty.jpg|frame|left| Eye modeling method for Resistance 3, info in this [http://polycount.com/discussion/comment/1568678/#Comment_1568678 Polycount forum thread]. Image by [http://arshlevon.cgsociety.org Samuel &amp;quot;arshlevon&amp;quot; Sharit].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:topo_larking-eye.jpg|frame|left| Image by [http://www.subdivisionmodeling.com/forums/member.php?u=173 A. 'Larky' Larking].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt; &lt;br /&gt;
[[image:topo_larking-mouth.jpg|frame|left| Image by [http://www.subdivisionmodeling.com/forums/member.php?u=173 A. 'Larky' Larking].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt; &lt;br /&gt;
[[image:topo_larking-nose.jpg|frame|left| Image by [http://www.subdivisionmodeling.com/forums/member.php?u=173 A. 'Larky' Larking].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:AndrewCamenisch_nose_wire.jpg|frame|left| Image by [http://www.imdb.com/name/nm1531253/ Andrew Camenisch].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:JuliusHettig_game-teeth.jpg|frame|left|Low-poly teeth.Image by [http://www.juliushettig.com/ Julius 'Quasar' Hettig].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:ama_teeth.jpg|frame|left|Teeth anatomy.  Image by [http://www.medem.com/medlb/article_detaillb.cfm?article_ID=ZZZTD0TCGJC&amp;amp;sub_cat=525 The American Medical Association].]] &amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Topology]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:Nazar_Noschenko_topology.jpg</id>
		<title>File:Nazar Noschenko topology.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:Nazar_Noschenko_topology.jpg"/>
				<updated>2018-05-29T00:54:01Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Rigging</id>
		<title>Rigging</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Rigging"/>
				<updated>2018-02-19T06:18:08Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: /* Tutorials */ Added Autodesk.jp rigging tutorial.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rigging, or skinning, refers to the act of weighting a polygon mesh to a skeleton for the purposes of animation. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;mesh&amp;quot; is the skin, and it is stuck to the &amp;quot;bones&amp;quot; of the animation rig, which form a skeleton that can then be manipulated by an [[Animation|Animator]] to pose and animate the model.&lt;br /&gt;
&lt;br /&gt;
Rigged models include characters, vehicles, weapons, cloth, anything which needs to animate or deform in a game.&lt;br /&gt;
&lt;br /&gt;
The skeleton rig can be a complex structure and is usually recreated to fit the unique requirements of each job. It is usually created by a [[Technical_Art|Technical Artist]] or an [[Animation|Animator]].&lt;br /&gt;
&lt;br /&gt;
== Skinning ==&lt;br /&gt;
The term Skinning usually refers to assigning bone weights to the vertices of the model. In the past skinning also meant painting a color texture for a 3D mesh, but this hasn't really survived past the Quake 3 era.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
* [http://udn.epicgames.com/Three/UT3CustomCharacters.html Creating Custom Characters for UT3] by [http://www.epicgames.com/ Epic Games] is an overview of how to setup characters for Unreal using 3ds Max. See also [http://udn.epicgames.com/Three/CreatingAnimations.html#Character%20Setup%20and%20Rigging Creating Animations for the Unreal Engine: Character Setup and Rigging].&lt;br /&gt;
* [http://www.3dtotal.com/team/Tutorials/face_rig/face_rig.php Facial  Rigging Tutorial] by [http://www.aldenfilion.com/ Alden Filion]. Rigging up a  control board with the help of a script.&lt;br /&gt;
* [http://www.3dtotal.com/tutorial/1249-face-control-reaction-manager-3ds-max-by-jesse-sandifer-animation Facial Control Board Tutorial] by [http://www.jessesandifer.com/ Jesse Sandifer]. A video  tutorial that outlines the same method but walks you through it  manually, good info to know.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=68446 Wrinkle Map Wiring in 3dsMax] by [http://vigville.com/ Mark  &amp;quot;Vig&amp;quot; Dygert]&lt;br /&gt;
* [http://polycount.com/discussion/comment/1021761/#Comment_1021761 3ds  Max - Cloth Sim to Bones] by [http://www.vigville.com Mark  &amp;quot;Vig&amp;quot; Dygert]&lt;br /&gt;
* [http://www.paulneale.com/tutorials.htm PEN Productions - Tutorials] for 3ds Max rigging etc., by Paul Neale&lt;br /&gt;
* [http://www.hyperent.com/Hyp-Tutorial-Cloth-001.php Multi Layer Cloth Basics] by [http://www.hyperent.com/ Paul  Hormis]&lt;br /&gt;
* [http://www.hyperent.com/Hyp-Tutorial-Cloth-002.php Creating Collision Meshes Using Conform Wrap] by [http://www.hyperent.com/ Paul Hormis]&lt;br /&gt;
* [http://www.hyperent.com/Hyp-Tutorial-Cloth-003.php Using Cloth to Simulate Chains] by [http://www.hyperent.com/ Paul  Hormis]&lt;br /&gt;
* [http://www.hippydrome.com/ Articulation] by [http://www.hippydrome.com Brian Tindall], Character Technical Director at Pixar&lt;br /&gt;
* [http://www.rigging101.com/ Rigging 101] by [http://www.javiersolsona.com/ Javier Solsona] Maya rigging tutorials and resources&lt;br /&gt;
* [http://www.anzovin.com/products/tsm2maya.html The Setup Machine] Maya rigging made simple&lt;br /&gt;
* [http://www.insomniacgames.com/tgc-mel-scripting-for-animators/ MEL Scripting for Animators] from Insomniac Games&lt;br /&gt;
* [http://www.3dfiggins.com/writeups/paintingWeights/ Weight Painting] By Kiel Figgins&lt;br /&gt;
* [https://youtube.com/watch?v=xu73Yqgju14 Weight Painting (inside-out method)] By Dan Arata&lt;br /&gt;
* [http://area.autodesk.jp/column/tutorial/character_arpeggio/07_rigging_02/ 3ds Max Character Facial and Body Rigging] By Hiroyuki Akasaki (use [http://translate.google.com/translate?sl=ja&amp;amp;tl=en&amp;amp;u=https%3A//area.autodesk.jp/column/tutorial/character_arpeggio/07_rigging_02/ Google translate for English])&lt;br /&gt;
&lt;br /&gt;
== Free Rigs ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=149037 Community Rigs] from the Polycount Forums&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=78223 Animators: Free rigged characters online?] from the Polycount Forums&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Technical Art]][[Category:Rigging]][[Category:Animation]][[Category:Character]][[Category:Environment]][[Category:Props]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/HairTechnique</id>
		<title>HairTechnique</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/HairTechnique"/>
				<updated>2018-01-25T00:11:08Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: /* Hair Technique Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hair for in-game rendering can be a tough beast to master. [[TransparencyMap#Alpha_Blend|Alpha blending]] is usually required to get soft feathery edges, but can cause [[TransparencyMap#Sorting_Problems|sorting problems]]. Lighting can also be difficult, so hair is usually rendered using an [[EmissiveMap|emissive shader]] (without any lighting at all). If the hair is being lit, options include [[VertexNormal|bent vertex normals]], [[NormalMap|normal mapping]], and [[AnisotropicMap|anisotropic mapping]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Hair Technique Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.artstation.com/artwork/Pqy94 Graograman (FUR Study)] by [https://bruning.artstation.com Andy Brüning]&lt;br /&gt;
* [http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/ How do I create real-time hair for games?] by [https://tomparkersartdump.wordpress.com/gallery/ Tom &amp;quot;crazyfool&amp;quot; Parker], using Zbrush and Maya to create polygonal hair strips. (4MB backup PDF [[file:How_do_I_create_real-time_hair_for_games_3DArtist_Magazine.pdf]])&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=156012 Fur breakdown] Polycount forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=132064 Hair Authoring Tools and Techniques Round Up] Polycount forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=130038 Ryse Moss Tutorial] Polycount forum thread&lt;br /&gt;
* [http://udn.epicgames.com/Three/TranslucentHairSorting.html UDK - Translucent Hair Sorting]&lt;br /&gt;
* [http://udn.epicgames.com/Three/AnisotropicLighting.html UDK - Anisotropic Lighting]&lt;br /&gt;
* [http://www.youtube.com/watch?v=7ySmtu-JEkw Shader FX - Fur Shader] Youtube video. Shader FX also has a hair shader with anisotropic lighting.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=76499 Best method to create lowpoly hairs?] Polycount forum thread&lt;br /&gt;
* [http://www.showmethatagain.com/lms/mod/page/view.php?id=21 Low Poly Hair with Gimp and 3ds Max] ($) by [http://www.polycount.com/forum/member.php?u=18576 'ultramedia']&lt;br /&gt;
* [http://fc02.deviantart.net/fs70/f/2012/012/1/1/polygon_hair_tutorial___3dsmax_by_athey-d4m4pma.jpg Step-by-Step Example of Hair Creation Process in 3ds Max] by [http://athey.deviantart.com/#/d4m4pma Athey 'd4m4pma' Moravitz]&lt;br /&gt;
* [http://udn.epicgames.com/Three/CreatingHairUsingAlpha.html Creating Hair Using Alpha (Gears of War 2)] by Kevin Lanning. [http://www.maxforums.org/threads/artiste_character_modeling_creating_hair_kevin_lanning/0001.aspx Explanation here].&lt;br /&gt;
* [http://www.paultosca.com/varga_hair.html Varga Hair Tutorial] by [http://www.paultosca.com/ Paul Tosca]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=800117#post800117 Pandicarus from Dominance War III] Polycount forum thread, fur technique explained by [http://www.squirrelyjones.com Mike 'Squirrely Jones' Voeller]: (2MB backup PDF [[file:squirrelyjones_fur.pdf]])&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=85471 Using Pre-Rendered Fur Tiles for Texturing, with Maya Fur &amp;amp; Photoshop] from the Polycount forum&lt;br /&gt;
* [http://gameartisans.org/forums/showthread.php?t=14953 best videogame hair] thread from GameArtisans&lt;br /&gt;
* [http://www.zbrushcentral.com/showthread.php?t=079141 Uncharted 2: Among Thieves art work] thread from ZBrushCentral&lt;br /&gt;
* [https://www.cmpevents.com/sessions/GD/S4585i1.pdf Hair Styling: A Teenager’s Dream, An Artist’s Nightmare] (3MB PDF) - Bioware's Dragon Age presentation from GDC 2007&lt;br /&gt;
* [[file:making_of_sotc.pdf|&amp;quot;Shadow of the Colossus&amp;quot; article]] (PDF, English translation) - Explanation about the &amp;quot;fins &amp;amp; shells&amp;quot; technique.&lt;br /&gt;
* [http://www.pixologic.com/docs/index.php/Tutorial:_Bird_of_Prey ZBrush Tutorial: Bird of Prey]&lt;br /&gt;
* [http://sshart.weebly.com/tutorial.html Tutorial on using curves for long hair] by [http://www.sshart.weebly.com/ Scythe]&lt;br /&gt;
* [http://polycount.com/discussion/comment/2555801#Comment_2555801 Hair creation using AlShader in Maya] by [https://www.artstation.com/artist/jansenturk Jansen Turk]&lt;br /&gt;
&lt;br /&gt;
== Hair Technique Examples ==&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:fluffy-fur-breakdown.jpg|thumb|239px]]&lt;br /&gt;
|-&lt;br /&gt;
|Fluffy fur used for [https://www.artstation.com/artwork/the-vajen-bader this helmet]. &amp;lt;br/&amp;gt;Polycount Forum thread [http://www.polycount.com/forum/showthread.php?t=156012 Fur breakdown]. &amp;lt;br/&amp;gt;Image by [http://joostvanhoutte.com/ Joost Vanhoutte].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:hair_allods-online_harpy.jpg]]&lt;br /&gt;
|[[image:hair_allods-online_elite-mount.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|The Harpy and Elite Mount characters from [http://www.allodsonline.com Allods Online]. Images by [http://www.astrumnival.com Astrum Nival].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:hair_udn-gow2-shaded.jpg]]&lt;br /&gt;
|[[image:hair_udn-gow2-wire.jpg]]&lt;br /&gt;
|[[image:hair_udn-gow2-ingame.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|The hair setup for Dominic Santiago in Gears of War 2, on PC/Xbox360. [http://udn.epicgames.com/Three/CreatingHairUsingAlpha.html More pics here], [http://www.maxforums.org/threads/artiste_character_modeling_creating_hair_kevin_lanning/0001.aspx words here]]. Images by [http://www.epicgames.com/ Epic Games].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:hair_ffx-yuna-wires.jpg]]&lt;br /&gt;
|[[image:hair_ffx-yuna-tex.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Yuna from Final Fantasy X, on PS2. Images by [http://na.square-enix.com/games/FFX/ Square Enix].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:hair_ff13-wires.png]]&lt;br /&gt;
|[[image:hair_ff13-shaded.png]]&lt;br /&gt;
|[[image:hair_ff13-ps3-720p.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Hair from Final Fantasy 13, on PS3. Images by [http://na.square-enix.com/games/FFX/ Square Enix]&lt;br /&gt;
|Screengrab from the PS3 running at 720p. The hair may be using [[Transparency_map#Screen_Space_Stipple|screen-space stipple]]. Images by [http://na.square-enix.com/games/FFX/ Square Enix].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:hair_tekken6-alisa-ingame.jpg]]&lt;br /&gt;
|[[image:hair_tekken6-alisa-wires.png]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Alisa Bosconovitch from Tekken 6, on PS3. Images by [http://www.namcobandaigames.com/ Namco Bandai Games]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:hair_varga-long.jpg]]&lt;br /&gt;
|[[image:hair_varga-afro.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Varga from Dominance War II, [http://www.paultosca.com/varga_hair.html in-depth tutorial]. Images by [http://www.paultosca.com/ Paul Tosca].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:hair_squirrely-jones-pandicarus-beauty.jpg]]&lt;br /&gt;
|[[image:hair_squirrely-jones-pandicarus-tex.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Pandicarus from Dominance War III, fur technique explained [[file:squirrelyjones_fur.pdf|in this tutorial PDF (2.6MB)]] and [http://www.polycount.com/forum/showthread.php?p=800117#post800117 here in the Polycount thread]. Images by [http://www.squirrelyjones.com Mike 'Squirrely Jones' Voeller].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:hair_sotc-ingame.jpg]]&lt;br /&gt;
|[[image:hair_sotc-wires.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Hair from &amp;quot;Shadow of the Colossus&amp;quot; using the &amp;quot;fins &amp;amp; shells&amp;quot; technique, on PS2. Images from the &amp;quot;making of&amp;quot; article, in [http://game.watch.impress.co.jp/docs/20051207/3dwa.htm Japanese], and [[file:making_of_sotc.pdf|English]] (PDF). Images by [http://www.scei.co.jp/index_e.html Sony Computer Entertainment, Inc.].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:jfalconer_furball2.jpg]]&lt;br /&gt;
|[[image:jfalconer_fur_texture.gif]]&lt;br /&gt;
|[[image:jfalconer_fur_examples.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Breakdowns of the &amp;quot;fins &amp;amp; shells&amp;quot; technique [http://forums.cgsociety.org/showthread.php?t=297002 explained in this CGTalk thread]. Images by Jason Falconer.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:hair_uncharted2-drake-wires.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|[[image:hair_uncharted2-drake.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|Drake from &amp;quot;Uncharted 2: Among Thieves&amp;quot;, on PS3. Maya wireframe (top), in-game screenshots (bottom). Images by [http://www.rd3d.com/ Rich Diamant].&lt;br /&gt;
|-&lt;br /&gt;
|[[image:hair_uncharted2-chloe-wires.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|[[image:hair_uncharted2-chloe.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Chloe from &amp;quot;Uncharted 2: Among Thieves&amp;quot;, on PS3. Maya wireframe (top), in-game screenshots (bottom). Images by [http://www.rd3d.com/ Rich Diamant].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:TextureTechnique]][[Category:Character]][[Category:CharacterModeling]][[Category:CharacterTexturing]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Rigging</id>
		<title>Rigging</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Rigging"/>
				<updated>2017-12-13T06:01:23Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: /* Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rigging, or skinning, refers to the act of weighting a polygon mesh to a skeleton for the purposes of animation. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;mesh&amp;quot; is the skin, and it is stuck to the &amp;quot;bones&amp;quot; of the animation rig, which form a skeleton that can then be manipulated by an [[Animation|Animator]] to pose and animate the model.&lt;br /&gt;
&lt;br /&gt;
Rigged models include characters, vehicles, weapons, cloth, anything which needs to animate or deform in a game.&lt;br /&gt;
&lt;br /&gt;
The skeleton rig can be a complex structure and is usually recreated to fit the unique requirements of each job. It is usually created by a [[Technical_Art|Technical Artist]] or an [[Animation|Animator]].&lt;br /&gt;
&lt;br /&gt;
== Skinning ==&lt;br /&gt;
The term Skinning usually refers to assigning bone weights to the vertices of the model. In the past skinning also meant painting a color texture for a 3D mesh, but this hasn't really survived past the Quake 3 era.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
* [http://udn.epicgames.com/Three/UT3CustomCharacters.html Creating Custom Characters for UT3] by [http://www.epicgames.com/ Epic Games] is an overview of how to setup characters for Unreal using 3ds Max. See also [http://udn.epicgames.com/Three/CreatingAnimations.html#Character%20Setup%20and%20Rigging Creating Animations for the Unreal Engine: Character Setup and Rigging].&lt;br /&gt;
* [http://www.3dtotal.com/team/Tutorials/face_rig/face_rig.php Facial  Rigging Tutorial] by [http://www.aldenfilion.com/ Alden Filion]. Rigging up a  control board with the help of a script.&lt;br /&gt;
* [http://www.3dtotal.com/tutorial/1249-face-control-reaction-manager-3ds-max-by-jesse-sandifer-animation Facial Control Board Tutorial] by [http://www.jessesandifer.com/ Jesse Sandifer]. A video  tutorial that outlines the same method but walks you through it  manually, good info to know.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=68446 Wrinkle Map Wiring in 3dsMax] by [http://vigville.com/ Mark  &amp;quot;Vig&amp;quot; Dygert]&lt;br /&gt;
* [http://polycount.com/discussion/comment/1021761/#Comment_1021761 3ds  Max - Cloth Sim to Bones] by [http://www.vigville.com Mark  &amp;quot;Vig&amp;quot; Dygert]&lt;br /&gt;
* [http://www.paulneale.com/tutorials.htm PEN Productions - Tutorials] for 3ds Max rigging etc., by Paul Neale&lt;br /&gt;
* [http://www.hyperent.com/Hyp-Tutorial-Cloth-001.php Multi Layer Cloth Basics] by [http://www.hyperent.com/ Paul  Hormis]&lt;br /&gt;
* [http://www.hyperent.com/Hyp-Tutorial-Cloth-002.php Creating Collision Meshes Using Conform Wrap] by [http://www.hyperent.com/ Paul Hormis]&lt;br /&gt;
* [http://www.hyperent.com/Hyp-Tutorial-Cloth-003.php Using Cloth to Simulate Chains] by [http://www.hyperent.com/ Paul  Hormis]&lt;br /&gt;
* [http://www.hippydrome.com/ Articulation] by [http://www.hippydrome.com Brian Tindall], Character Technical Director at Pixar&lt;br /&gt;
* [http://www.rigging101.com/ Rigging 101] by [http://www.javiersolsona.com/ Javier Solsona] Maya rigging tutorials and resources&lt;br /&gt;
* [http://www.anzovin.com/products/tsm2maya.html The Setup Machine] Maya rigging made simple&lt;br /&gt;
* [http://www.insomniacgames.com/tgc-mel-scripting-for-animators/ MEL Scripting for Animators] from Insomniac Games&lt;br /&gt;
* [http://www.3dfiggins.com/writeups/paintingWeights/ Weight Painting] By Kiel Figgins&lt;br /&gt;
* [https://youtube.com/watch?v=xu73Yqgju14 Weight Painting (inside-out method)] By Dan Arata&lt;br /&gt;
&lt;br /&gt;
== Free Rigs ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=149037 Community Rigs] from the Polycount Forums&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=78223 Animators: Free rigged characters online?] from the Polycount Forums&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Technical Art]][[Category:Rigging]][[Category:Animation]][[Category:Character]][[Category:Environment]][[Category:Props]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Rigging</id>
		<title>Rigging</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Rigging"/>
				<updated>2017-12-13T06:00:24Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: /* Tutorials */ added weight paint tut&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rigging, or skinning, refers to the act of weighting a polygon mesh to a skeleton for the purposes of animation. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;mesh&amp;quot; is the skin, and it is stuck to the &amp;quot;bones&amp;quot; of the animation rig, which form a skeleton that can then be manipulated by an [[Animation|Animator]] to pose and animate the model.&lt;br /&gt;
&lt;br /&gt;
Rigged models include characters, vehicles, weapons, cloth, anything which needs to animate or deform in a game.&lt;br /&gt;
&lt;br /&gt;
The skeleton rig can be a complex structure and is usually recreated to fit the unique requirements of each job. It is usually created by a [[Technical_Art|Technical Artist]] or an [[Animation|Animator]].&lt;br /&gt;
&lt;br /&gt;
== Skinning ==&lt;br /&gt;
The term Skinning usually refers to assigning bone weights to the vertices of the model. In the past skinning also meant painting a color texture for a 3D mesh, but this hasn't really survived past the Quake 3 era.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
* [http://udn.epicgames.com/Three/UT3CustomCharacters.html Creating Custom Characters for UT3] by [http://www.epicgames.com/ Epic Games] is an overview of how to setup characters for Unreal using 3ds Max. See also [http://udn.epicgames.com/Three/CreatingAnimations.html#Character%20Setup%20and%20Rigging Creating Animations for the Unreal Engine: Character Setup and Rigging].&lt;br /&gt;
* [http://www.3dtotal.com/team/Tutorials/face_rig/face_rig.php Facial  Rigging Tutorial] by [http://www.aldenfilion.com/ Alden Filion]. Rigging up a  control board with the help of a script.&lt;br /&gt;
* [http://www.3dtotal.com/tutorial/1249-face-control-reaction-manager-3ds-max-by-jesse-sandifer-animation Facial Control Board Tutorial] by [http://www.jessesandifer.com/ Jesse Sandifer]. A video  tutorial that outlines the same method but walks you through it  manually, good info to know.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=68446 Wrinkle Map Wiring in 3dsMax] by [http://vigville.com/ Mark  &amp;quot;Vig&amp;quot; Dygert]&lt;br /&gt;
* [http://polycount.com/discussion/comment/1021761/#Comment_1021761 3ds  Max - Cloth Sim to Bones] by [http://www.vigville.com Mark  &amp;quot;Vig&amp;quot; Dygert]&lt;br /&gt;
* [http://www.paulneale.com/tutorials.htm PEN Productions - Tutorials] for 3ds Max rigging etc., by Paul Neale&lt;br /&gt;
* [http://www.hyperent.com/Hyp-Tutorial-Cloth-001.php Multi Layer Cloth Basics] by [http://www.hyperent.com/ Paul  Hormis]&lt;br /&gt;
* [http://www.hyperent.com/Hyp-Tutorial-Cloth-002.php Creating Collision Meshes Using Conform Wrap] by [http://www.hyperent.com/ Paul Hormis]&lt;br /&gt;
* [http://www.hyperent.com/Hyp-Tutorial-Cloth-003.php Using Cloth to Simulate Chains] by [http://www.hyperent.com/ Paul  Hormis]&lt;br /&gt;
* [http://www.hippydrome.com/ Articulation] by [http://www.hippydrome.com Brian Tindall], Character Technical Director at Pixar&lt;br /&gt;
* [http://www.rigging101.com/ Rigging 101] by [http://www.javiersolsona.com/ Javier Solsona] Maya rigging tutorials and resources&lt;br /&gt;
* [http://www.anzovin.com/products/tsm2maya.html The Setup Machine] Maya rigging made simple&lt;br /&gt;
* [http://www.insomniacgames.com/tgc-mel-scripting-for-animators/ MEL Scripting for Animators] from Insomniac Games&lt;br /&gt;
* [http://www.3dfiggins.com/writeups/paintingWeights/ Weight Painting] By Kiel Figgins&lt;br /&gt;
* [https://m.youtube.com/watch?v=xu73Yqgju14 Weight Painting (inside-out method)] By Dan Arata&lt;br /&gt;
&lt;br /&gt;
== Free Rigs ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=149037 Community Rigs] from the Polycount Forums&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=78223 Animators: Free rigged characters online?] from the Polycount Forums&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Technical Art]][[Category:Rigging]][[Category:Animation]][[Category:Character]][[Category:Environment]][[Category:Props]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Gumroad_Tutorial_List</id>
		<title>Gumroad Tutorial List</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Gumroad_Tutorial_List"/>
				<updated>2017-09-24T01:00:14Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: /* Painting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's a ton of great Artists doing gumroad tutorials these days. Here's a list to get started. Feel free to post others that you know of (Some of these fit into multiple categories. I'll do the best I can) and I'll add them.&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
Color Constructor https://gumroad.com/muzzface by Murry Lancashire &lt;br /&gt;
&lt;br /&gt;
The CountDown LevelUp Timer https://gumroad.com/l/CountDownLevelUp&lt;br /&gt;
&lt;br /&gt;
==Painting==&lt;br /&gt;
&lt;br /&gt;
James Gurney https://gumroad.com/gurneyjourney&lt;br /&gt;
&lt;br /&gt;
Natasha Tan https://gumroad.com/natashatan&lt;br /&gt;
&lt;br /&gt;
Randy Gallegos https://gumroad.com/l/gallegos&lt;br /&gt;
&lt;br /&gt;
Peter Chan https://gumroad.com/pixelpchan&lt;br /&gt;
&lt;br /&gt;
Kristy Kay https://gumroad.com/kristysketch&lt;br /&gt;
&lt;br /&gt;
Izzy https://www.gumroad.com/izzymedrano&lt;br /&gt;
&lt;br /&gt;
Ryan Lang https://gumroad.com/ryanlangdraws&lt;br /&gt;
&lt;br /&gt;
==Pixel Art==&lt;br /&gt;
&lt;br /&gt;
Max Gon https://gumroad.com/l/jNoBo&lt;br /&gt;
&lt;br /&gt;
Dominique Hendricks https://gumroad.com/domino99designs&lt;br /&gt;
&lt;br /&gt;
==Modeling/Sculpting==&lt;br /&gt;
&lt;br /&gt;
Henrique Lopes https://gumroad.com/henriquevlopes&lt;br /&gt;
&lt;br /&gt;
Tito Belgrave https://gumroad.com/tbelgrave&lt;br /&gt;
&lt;br /&gt;
Rafael Grassetti https://gumroad.com/grassetti&lt;br /&gt;
&lt;br /&gt;
David Lesperance https://gumroad.com/metalman123456123&lt;br /&gt;
&lt;br /&gt;
Dominic Qwek https://gumroad.com/dominicqwek&lt;br /&gt;
&lt;br /&gt;
Ben Mauro https://gumroad.com/benmaurodesign&lt;br /&gt;
&lt;br /&gt;
Kirill Chepizhko https://gumroad.com/kirillchepizhko&lt;br /&gt;
&lt;br /&gt;
Bryan Wynia https://gumroad.com/bryanwynia&lt;br /&gt;
&lt;br /&gt;
Kurt Papstein https://gumroad.com/ikameka&lt;br /&gt;
&lt;br /&gt;
Bruce Conners https://gumroad.com/bruceconners&lt;br /&gt;
&lt;br /&gt;
Oleg Vdovenko https://gumroad.com/chuvabak&lt;br /&gt;
&lt;br /&gt;
Frank Tzeng https://gumroad.com/frank_tzeng_art&lt;br /&gt;
&lt;br /&gt;
Mathias Zamęcki https://gumroad.com/mathiaszamecki&lt;br /&gt;
&lt;br /&gt;
Cezar Brandao https://gumroad.com/branduarte&lt;br /&gt;
&lt;br /&gt;
Josh P Crockett https://gumroad.com/monsterfaces&lt;br /&gt;
&lt;br /&gt;
Lance Wilkinson https://gumroad.com/optinium&lt;br /&gt;
&lt;br /&gt;
Jerry Perkins https://gumroad.com/masterxeon1001&lt;br /&gt;
&lt;br /&gt;
Matt Thorup https://gumroad.com/redbeard&lt;br /&gt;
&lt;br /&gt;
Martin Punchev https://gumroad.com/cgzen&lt;br /&gt;
&lt;br /&gt;
Justin Goby Fields https://gumroad.com/ironkladstudios&lt;br /&gt;
&lt;br /&gt;
Peter Zoppi https://gumroad.com/zippzopp&lt;br /&gt;
&lt;br /&gt;
Shane Olson https://gumroad.com/l/shaneolsonCourse01&lt;br /&gt;
&lt;br /&gt;
Dead Panic Studios https://gumroad.com/deadpanic3d&lt;br /&gt;
&lt;br /&gt;
Nick Miller https://gumroad.com/nyx702&lt;br /&gt;
&lt;br /&gt;
Salim Ljabli https://gumroad.com/salimljabli&lt;br /&gt;
&lt;br /&gt;
Isaac Oster https://gumroad.com/isaacoster&lt;br /&gt;
&lt;br /&gt;
Alexander Delagrange https://gumroad.com/l/TqTzB&lt;br /&gt;
&lt;br /&gt;
Katon Callaway https://gumroad.com/katoncallaway&lt;br /&gt;
&lt;br /&gt;
Vaughan Ling https://gumroad.com/vling&lt;br /&gt;
&lt;br /&gt;
Claudio Setti https://gumroad.com/claudiosetti&lt;br /&gt;
&lt;br /&gt;
Carlos Fuentes https://gumroad.com/generalarmament&lt;br /&gt;
&lt;br /&gt;
Dusk Thirteen https://gumroad.com/dusk13&lt;br /&gt;
&lt;br /&gt;
Michael Knowland https://gumroad.com/mknowland&lt;br /&gt;
&lt;br /&gt;
Ryan Kingslien https://gumroad.com/ryankingslien&lt;br /&gt;
&lt;br /&gt;
Philipp Schmidt https://gumroad.com/l/gSRd&lt;br /&gt;
&lt;br /&gt;
Rohan Dalvi https://gumroad.com/rohandalvi&lt;br /&gt;
&lt;br /&gt;
Chung Kan https://gumroad.com/chungkan&lt;br /&gt;
&lt;br /&gt;
Nick Rutledge https://gumroad.com/thekesslereffect&lt;br /&gt;
&lt;br /&gt;
Glauco Longhi https://gumroad.com/glaucolonghi&lt;br /&gt;
&lt;br /&gt;
Jose Cua https://gumroad.com/josecua&lt;br /&gt;
&lt;br /&gt;
Gavin Goulden https://gumroad.com/gavingoulden&lt;br /&gt;
&lt;br /&gt;
Erik Jakobsen https://gumroad.com/erikjakobsen_art&lt;br /&gt;
&lt;br /&gt;
Tarkan Sarim https://gumroad.com/tarkansarim&lt;br /&gt;
&lt;br /&gt;
Jesse Sandifer https://gumroad.com/jessesandifer&lt;br /&gt;
&lt;br /&gt;
Alami Khalil https://gumroad.com/l/modularassets&lt;br /&gt;
&lt;br /&gt;
MaserXeon1001 https://gumroad.com/masterxeon1001&lt;br /&gt;
&lt;br /&gt;
Peter Konig https://gumroad.com/peterkonig&lt;br /&gt;
&lt;br /&gt;
Jeffrey Ian Wilson https://gumroad.com/jeffreyianwilson&lt;br /&gt;
&lt;br /&gt;
Hunter Rosenberg https://gumroad.com/will_grello&lt;br /&gt;
&lt;br /&gt;
Chris Rosewarne https://gumroad.com/chrisrosewarne&lt;br /&gt;
&lt;br /&gt;
Pierre Benjamin https://gumroad.com/artofpierrebenjamin&lt;br /&gt;
&lt;br /&gt;
Warren Marshall https://gumroad.com/warrenmarshall&lt;br /&gt;
&lt;br /&gt;
Tor Frick https://gumroad.com/snefer&lt;br /&gt;
&lt;br /&gt;
Francois Klose https://gumroad.com/francoisk&lt;br /&gt;
&lt;br /&gt;
Mikkel Frandsen https://gumroad.com/mikkelfrandsendesign&lt;br /&gt;
&lt;br /&gt;
Jim Vikström https://gumroad.com/jimvikstrom&lt;br /&gt;
&lt;br /&gt;
linkzelda41 https://gumroad.com/linkzelda41&lt;br /&gt;
&lt;br /&gt;
Yriy Romanyk https://gumroad.com/romanyuk&lt;br /&gt;
&lt;br /&gt;
Dmytrenko Igor https://gumroad.com/klints&lt;br /&gt;
&lt;br /&gt;
Oscar Perez Ayala https://gumroad.com/oscarperezart&lt;br /&gt;
&lt;br /&gt;
Mark Van Haitsma https://gumroad.com/mvhaitsma&lt;br /&gt;
&lt;br /&gt;
Excessive Zero https://gumroad.com/excessivezero&lt;br /&gt;
&lt;br /&gt;
Thiago Klafke https://gumroad.com/unreal4environments&lt;br /&gt;
&lt;br /&gt;
Amit Kolay https://gumroad.com/kolayamit&lt;br /&gt;
&lt;br /&gt;
Michael Pavlovich https://gumroad.com/pavlovich&lt;br /&gt;
&lt;br /&gt;
==Concept Art==&lt;br /&gt;
&lt;br /&gt;
Alexandre Diboine https://gumroad.com/alexandrediboine&lt;br /&gt;
&lt;br /&gt;
Cam Sykes https://gumroad.com/l/jdcKB&lt;br /&gt;
&lt;br /&gt;
John J. Park https://gumroad.com/jparked&lt;br /&gt;
&lt;br /&gt;
Anthony Jones https://gumroad.com/robotpencil&lt;br /&gt;
&lt;br /&gt;
Eytan Zana https://gumroad.com/eytanzana&lt;br /&gt;
&lt;br /&gt;
Victor Mosquera https://gumroad.com/victormosquera&lt;br /&gt;
&lt;br /&gt;
John Sweeney https://gumroad.com/sweeney1987&lt;br /&gt;
&lt;br /&gt;
Darek Zabrocki https://gumroad.com/darekzabrocki&lt;br /&gt;
&lt;br /&gt;
Neil Blevins https://gumroad.com/soulburn3d&lt;br /&gt;
&lt;br /&gt;
Richard Lyons https://gumroad.com/rlyons&lt;br /&gt;
&lt;br /&gt;
Matt Dixon https://gumroad.com/mattdixon&lt;br /&gt;
&lt;br /&gt;
Charlie Bowater https://gumroad.com/charliebowater&lt;br /&gt;
&lt;br /&gt;
Maciej Kuciara https://gumroad.com/maciejkuciara&lt;br /&gt;
&lt;br /&gt;
Eric Ryan https://gumroad.com/ericryan&lt;br /&gt;
&lt;br /&gt;
Chino-Rino https://gumroad.com/chinorinovislab&lt;br /&gt;
&lt;br /&gt;
Andrey Ryabovichev https://gumroad.com/riabovitchev&lt;br /&gt;
&lt;br /&gt;
Jonas De Ro https://gumroad.com/jonasdero&lt;br /&gt;
&lt;br /&gt;
Nick Gindraux https://gumroad.com/ngindraux&lt;br /&gt;
&lt;br /&gt;
Dan Luvisi https://gumroad.com/danluvisiart&lt;br /&gt;
&lt;br /&gt;
James Zapata https://gumroad.com/jameszapata&lt;br /&gt;
&lt;br /&gt;
Jan Urschel https://gumroad.com/janurschel&lt;br /&gt;
&lt;br /&gt;
Jason Scheier https://gumroad.com/jscheier&lt;br /&gt;
&lt;br /&gt;
Dave Rapoza https://gumroad.com/daverapoza&lt;br /&gt;
&lt;br /&gt;
James Paick https://gumroad.com/jamespaick&lt;br /&gt;
&lt;br /&gt;
David Lojaya https://gumroad.com/davidlojaya&lt;br /&gt;
&lt;br /&gt;
Nick Hiatt https://gumroad.com/nickhiatt&lt;br /&gt;
&lt;br /&gt;
Emily Hare https://gumroad.com/wavingmonster&lt;br /&gt;
&lt;br /&gt;
Tyler Edlin https://gumroad.com/l/BhyY&lt;br /&gt;
&lt;br /&gt;
Jama Jurabaev https://gumroad.com/jamajurabaev&lt;br /&gt;
&lt;br /&gt;
Michal Kus https://gumroad.com/michalkus&lt;br /&gt;
&lt;br /&gt;
Frank Hong https://gumroad.com/frankhong&lt;br /&gt;
&lt;br /&gt;
Marco Nelor https://gumroad.com/marconelor&lt;br /&gt;
&lt;br /&gt;
Alex Ruiz https://gumroad.com/alexruizart&lt;br /&gt;
&lt;br /&gt;
Paul Kwon https://gumroad.com/zeronispk&lt;br /&gt;
&lt;br /&gt;
Espen Olsen Sætervik https://gumroad.com/espenartman&lt;br /&gt;
&lt;br /&gt;
David Levy https://gumroad.com/vyle&lt;br /&gt;
&lt;br /&gt;
Konstantin Maystrenko https://gumroad.com/zoonoid&lt;br /&gt;
&lt;br /&gt;
Daniel Jin Suk Park https://gumroad.com/danielpark&lt;br /&gt;
&lt;br /&gt;
Paul Scott Canavan https://gumroad.com/abigbat&lt;br /&gt;
&lt;br /&gt;
Kalen Chock https://gumroad.com/k04sk&lt;br /&gt;
&lt;br /&gt;
Mark Molnar https://gumroad.com/markmolnar&lt;br /&gt;
&lt;br /&gt;
Natasha Tan https://gumroad.com/natashatan&lt;br /&gt;
&lt;br /&gt;
Marek Okon https://gumroad.com/marekokon&lt;br /&gt;
&lt;br /&gt;
Adam Duff https://gumroad.com/adamator&lt;br /&gt;
&lt;br /&gt;
Trent Kaniuga https://gumroad.com/trentk&lt;br /&gt;
&lt;br /&gt;
Trevor Claxton https://gumroad.com/l/Gaki&lt;br /&gt;
&lt;br /&gt;
Rad Sechrist https://gumroad.com/radsechrist&lt;br /&gt;
&lt;br /&gt;
Alex Negrea https://gumroad.com/alexnegrea&lt;br /&gt;
&lt;br /&gt;
Michael Yamada and Victoria Ying https://gumroad.com/eca&lt;br /&gt;
&lt;br /&gt;
David Colman https://gumroad.com/davidsdoodles&lt;br /&gt;
&lt;br /&gt;
Glenn Rane https://gumroad.com/glennrane&lt;br /&gt;
&lt;br /&gt;
Chris Legaspi https://gumroad.com/chrislegaspi&lt;br /&gt;
&lt;br /&gt;
Tony Leonard https://gumroad.com/tonikoro&lt;br /&gt;
&lt;br /&gt;
Yohann Schepacz https://gumroad.com/oxanstudio&lt;br /&gt;
&lt;br /&gt;
Jason Seiler https://gumroad.com/jasonseiler&lt;br /&gt;
&lt;br /&gt;
Mike 'Daarken' Lim https://gumroad.com/daarken&lt;br /&gt;
&lt;br /&gt;
Brainstorm School https://gumroad.com/brainstormschool&lt;br /&gt;
&lt;br /&gt;
Johannes Voss https://gumroad.com/l/KaCW&lt;br /&gt;
&lt;br /&gt;
longpham https://gumroad.com/longpham&lt;br /&gt;
&lt;br /&gt;
One Pixel Brush https://gumroad.com/onepixelbrush&lt;br /&gt;
&lt;br /&gt;
Mike Azevedo https://gumroad.com/mikeazevedo&lt;br /&gt;
&lt;br /&gt;
Titus Lunter https://gumroad.com/tituslunter&lt;br /&gt;
&lt;br /&gt;
Redhead Robot https://gumroad.com/redheadrobot&lt;br /&gt;
&lt;br /&gt;
Melanie Maier https://gumroad.com/melaniemaier&lt;br /&gt;
&lt;br /&gt;
Miles Johnston https://gumroad.com/milesjohnston&lt;br /&gt;
&lt;br /&gt;
David Ferreira https://gumroad.com/david_ferreira&lt;br /&gt;
&lt;br /&gt;
Lu Dongjun https://gumroad.com/ludongjun&lt;br /&gt;
&lt;br /&gt;
Alexey Grishin https://gumroad.com/sephirothart&lt;br /&gt;
&lt;br /&gt;
Chris Rosewarne https://gumroad.com/chrisrosewarne&lt;br /&gt;
&lt;br /&gt;
Justin Pichetrungsi https://gumroad.com/l/jrungsi&lt;br /&gt;
&lt;br /&gt;
Matthew Zikry https://gumroad.com/l/perspective&lt;br /&gt;
&lt;br /&gt;
Serg Souleiman https://gumroad.com/artofserg&lt;br /&gt;
&lt;br /&gt;
Mike Hill https://gumroad.com/mikehill&lt;br /&gt;
&lt;br /&gt;
Sakimi Chan https://gumroad.com/sakimichan&lt;br /&gt;
&lt;br /&gt;
John Wallin Liberto https://gumroad.com/johnliberto&lt;br /&gt;
&lt;br /&gt;
Noah Bradley https://gumroad.com/l/thedesperatelamentations&lt;br /&gt;
&lt;br /&gt;
Brandon Liao https://gumroad.com/epicloot/&lt;br /&gt;
&lt;br /&gt;
Camila Vielmond https://gumroad.com/vielmond&lt;br /&gt;
&lt;br /&gt;
Yuri Shwedoff https://gumroad.com/yurishwedoff&lt;br /&gt;
&lt;br /&gt;
Adrian Majkrzak https://gumroad.com/ghostorbit&lt;br /&gt;
&lt;br /&gt;
Edon Guraziu https://gumroad.com/edonguraziu&lt;br /&gt;
&lt;br /&gt;
Foundation Patreon https://gumroad.com/foundation_patreon&lt;br /&gt;
&lt;br /&gt;
Jomaro Kindred https://gumroad.com/kindredconcepts&lt;br /&gt;
&lt;br /&gt;
Lorin Wood https://gumroad.com/lwoodesign_gum&lt;br /&gt;
&lt;br /&gt;
Marius Bota https://gumroad.com/botamarius&lt;br /&gt;
&lt;br /&gt;
Roger Adams https://gumroad.com/rogeradams&lt;br /&gt;
&lt;br /&gt;
Timothy Rodriguez https://gumroad.com/timo&lt;br /&gt;
&lt;br /&gt;
Marcel Domke https://gumroad.com/marceldomke&lt;br /&gt;
&lt;br /&gt;
Devin Platts https://gumroad.com/devinplatts#&lt;br /&gt;
&lt;br /&gt;
Tony Leonard https://gumroad.com/tonikoro&lt;br /&gt;
&lt;br /&gt;
Wanja Svasek https://gumroad.com/l/FSP_Primitives&lt;br /&gt;
&lt;br /&gt;
sparth https://gumroad.com/sparth&lt;br /&gt;
&lt;br /&gt;
Eli Maffei https://gumroad.com/screamingzen&lt;br /&gt;
&lt;br /&gt;
Iacocca Khen https://gumroad.com/iacoccakhen&lt;br /&gt;
&lt;br /&gt;
==Sketchbooks/Books==&lt;br /&gt;
&lt;br /&gt;
Ryan Hawkins/VERTEX https://gumroad.com/ryanhawkins&lt;br /&gt;
&lt;br /&gt;
Will Terrell https://gumroad.com/willterrell&lt;br /&gt;
&lt;br /&gt;
Clint Cearley https://gumroad.com/l/SDra&lt;br /&gt;
&lt;br /&gt;
Brett Bean https://gumroad.com/2dbean&lt;br /&gt;
&lt;br /&gt;
Tally Marks https://gumroad.com/l/SMtyJ&lt;br /&gt;
&lt;br /&gt;
Mike Corriero https://gumroad.com/mikecorriero#&lt;br /&gt;
&lt;br /&gt;
Chris E. O'Neill https://gumroad.com/thumbsoneill&lt;br /&gt;
&lt;br /&gt;
Natalie Nourigat https://gumroad.com/tallychyck&lt;br /&gt;
&lt;br /&gt;
Omar Doğan https://gumroad.com/omardogan&lt;br /&gt;
&lt;br /&gt;
Mark Molnar https://gumroad.com/markmolnar&lt;br /&gt;
&lt;br /&gt;
Stéphane Richard https://gumroad.com/wootha&lt;br /&gt;
&lt;br /&gt;
==Photoshop Brushes==&lt;br /&gt;
&lt;br /&gt;
Kyle T Webster https://gumroad.com/kyletwebster&lt;br /&gt;
&lt;br /&gt;
Maxim Verehin https://gumroad.com/verehin&lt;br /&gt;
&lt;br /&gt;
Shiyoon https://gumroad.com/l/shiyoonink&lt;br /&gt;
&lt;br /&gt;
Louis Van Driessche https://gumroad.com/lewisflakes&lt;br /&gt;
&lt;br /&gt;
Igor Vitkovskiy SHIA BRUSHES!! DO IT! https://gumroad.com/artistmef&lt;br /&gt;
&lt;br /&gt;
Stefan Blandin https://gumroad.com/airmanepic&lt;br /&gt;
&lt;br /&gt;
==Clip Paint &amp;amp; Manga Studio Brushes==&lt;br /&gt;
&lt;br /&gt;
Paolo Limoncelli https://gumroad.com/uxds&lt;br /&gt;
&lt;br /&gt;
==Materials/Texturing==&lt;br /&gt;
&lt;br /&gt;
Ben Nadler https://gumroad.com/bennadler&lt;br /&gt;
&lt;br /&gt;
Kelvin Tan https://gumroad.com/turpedo&lt;br /&gt;
&lt;br /&gt;
Paweł Łyczkowski https://gumroad.com/plyczkowski&lt;br /&gt;
&lt;br /&gt;
Hiten Mistry https://gumroad.com/mistryhiten&lt;br /&gt;
&lt;br /&gt;
Jerod Bogh https://gumroad.com/jerodbogh&lt;br /&gt;
&lt;br /&gt;
Yuri Alexander https://gumroad.com/ysalex&lt;br /&gt;
&lt;br /&gt;
Joost Vanhoutte https://gumroad.com/joost&lt;br /&gt;
&lt;br /&gt;
Zeno Pelgrims https://gumroad.com/zenopelgrims&lt;br /&gt;
&lt;br /&gt;
Ann Batte https://gumroad.com/texturing_resources&lt;br /&gt;
&lt;br /&gt;
Christophe Desse https://gumroad.com/xtrm3d&lt;br /&gt;
&lt;br /&gt;
Thiago Vidotto https://gumroad.com/tvidotto&lt;br /&gt;
&lt;br /&gt;
Juan Jimenez https://gumroad.com/factor3d&lt;br /&gt;
&lt;br /&gt;
Tim Bergholz https://gumroad.com/timb&lt;br /&gt;
&lt;br /&gt;
Jeff Parrott https://gumroad.com/artofjeffp&lt;br /&gt;
&lt;br /&gt;
esfgames https://gumroad.com/esfgames&lt;br /&gt;
&lt;br /&gt;
sebvhe https://gumroad.com/sebvhe&lt;br /&gt;
&lt;br /&gt;
Karen Stanley https://gumroad.com/kazperstan&lt;br /&gt;
&lt;br /&gt;
Nicolas Kirsch https://gumroad.com/facelessmind&lt;br /&gt;
&lt;br /&gt;
Kyle Horwood https://gumroad.com/3dkyle&lt;br /&gt;
&lt;br /&gt;
Jacob Norris https://gumroad.com/purepolygons&lt;br /&gt;
&lt;br /&gt;
Stefan Blandin https://gumroad.com/airmanepic&lt;br /&gt;
&lt;br /&gt;
==ZBrush Brushes/Alphas==&lt;br /&gt;
&lt;br /&gt;
Jonas Ronnegard https://gumroad.com/environmentdesign&lt;br /&gt;
&lt;br /&gt;
Gerardo Castellanos https://gumroad.com/gerardocastellanos&lt;br /&gt;
&lt;br /&gt;
Michael Dunnam: https://gumroad.com/mdunnam&lt;br /&gt;
&lt;br /&gt;
Rozenrot https://gumroad.com/rozenrot&lt;br /&gt;
&lt;br /&gt;
James Lucas https://gumroad.com/imjameslucas&lt;br /&gt;
 &lt;br /&gt;
==Image Reference Packs==&lt;br /&gt;
&lt;br /&gt;
Alexander House https://gumroad.com/argh0use&lt;br /&gt;
&lt;br /&gt;
ProREF https://gumroad.com/prorefs&lt;br /&gt;
&lt;br /&gt;
Renee Robyn https://gumroad.com/reneerobynphoto&lt;br /&gt;
&lt;br /&gt;
Tom Lopez https://gumroad.com/tomlopez&lt;br /&gt;
&lt;br /&gt;
Travis Davids https://gumroad.com/mrdavids1&lt;br /&gt;
&lt;br /&gt;
Andrew Wing Simpson https://gumroad.com/andrewwing&lt;br /&gt;
&lt;br /&gt;
Mathilde Calon https://gumroad.com/perzik&lt;br /&gt;
&lt;br /&gt;
Hector Mateo https://gumroad.com/hectormateo&lt;br /&gt;
&lt;br /&gt;
Little Pink Pebble https://gumroad.com/littlepinkpebble&lt;br /&gt;
&lt;br /&gt;
HexDraws https://gumroad.com/hexdraws&lt;br /&gt;
&lt;br /&gt;
Chris Stone https://gumroad.com/beefaroni&lt;br /&gt;
&lt;br /&gt;
Finn Spencer https://gumroad.com/theironpaw&lt;br /&gt;
&lt;br /&gt;
==Assets==&lt;br /&gt;
&lt;br /&gt;
Jimmy Livefjord https://gumroad.com/handpaintedtextures&lt;br /&gt;
&lt;br /&gt;
unforgiven https://gumroad.com/unforgiven&lt;br /&gt;
&lt;br /&gt;
Ahmad Merheb https://gumroad.com/ahmadmerheb&lt;br /&gt;
&lt;br /&gt;
Francois Klose https://gumroad.com/fkay&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [http://polycount.com/discussion/137585/gumroad-tutorials-list Gumroad Tutorials List] - Polycount Forum thread managed by [http://polycount.com/profile/Jeff%20Parrott Jeff Parrott].&lt;br /&gt;
* [http://polycount.com/discussion/168735/spreadsheet-of-game-art-related-gumroad-tutorials-resources-references-misc Spreadsheet of Game Art Related Gumroad Tutorials / Resources / References / Misc] - sortable spreadsheet compiled by [http://polycount.com/profile/ZacD ZacD].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Tutorials]] [[Category:Concept]] [[Category:CharacterModeling]] [[Category:EnvironmentModeling]] [[Category:Texturing]] [[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Gumroad_Tutorial_List</id>
		<title>Gumroad Tutorial List</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Gumroad_Tutorial_List"/>
				<updated>2017-09-24T00:59:54Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: /* Painting */ Added Ryan Lang's gumroad.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's a ton of great Artists doing gumroad tutorials these days. Here's a list to get started. Feel free to post others that you know of (Some of these fit into multiple categories. I'll do the best I can) and I'll add them.&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
Color Constructor https://gumroad.com/muzzface by Murry Lancashire &lt;br /&gt;
&lt;br /&gt;
The CountDown LevelUp Timer https://gumroad.com/l/CountDownLevelUp&lt;br /&gt;
&lt;br /&gt;
==Painting==&lt;br /&gt;
&lt;br /&gt;
James Gurney https://gumroad.com/gurneyjourney&lt;br /&gt;
&lt;br /&gt;
Natasha Tan https://gumroad.com/natashatan&lt;br /&gt;
&lt;br /&gt;
Randy Gallegos https://gumroad.com/l/gallegos&lt;br /&gt;
&lt;br /&gt;
Peter Chan https://gumroad.com/pixelpchan&lt;br /&gt;
&lt;br /&gt;
Kristy Kay https://gumroad.com/kristysketch&lt;br /&gt;
&lt;br /&gt;
Izzy https://www.gumroad.com/izzymedrano&lt;br /&gt;
&lt;br /&gt;
Ryan Lang https://gumroad.com/ryanlangdraws#&lt;br /&gt;
&lt;br /&gt;
==Pixel Art==&lt;br /&gt;
&lt;br /&gt;
Max Gon https://gumroad.com/l/jNoBo&lt;br /&gt;
&lt;br /&gt;
Dominique Hendricks https://gumroad.com/domino99designs&lt;br /&gt;
&lt;br /&gt;
==Modeling/Sculpting==&lt;br /&gt;
&lt;br /&gt;
Henrique Lopes https://gumroad.com/henriquevlopes&lt;br /&gt;
&lt;br /&gt;
Tito Belgrave https://gumroad.com/tbelgrave&lt;br /&gt;
&lt;br /&gt;
Rafael Grassetti https://gumroad.com/grassetti&lt;br /&gt;
&lt;br /&gt;
David Lesperance https://gumroad.com/metalman123456123&lt;br /&gt;
&lt;br /&gt;
Dominic Qwek https://gumroad.com/dominicqwek&lt;br /&gt;
&lt;br /&gt;
Ben Mauro https://gumroad.com/benmaurodesign&lt;br /&gt;
&lt;br /&gt;
Kirill Chepizhko https://gumroad.com/kirillchepizhko&lt;br /&gt;
&lt;br /&gt;
Bryan Wynia https://gumroad.com/bryanwynia&lt;br /&gt;
&lt;br /&gt;
Kurt Papstein https://gumroad.com/ikameka&lt;br /&gt;
&lt;br /&gt;
Bruce Conners https://gumroad.com/bruceconners&lt;br /&gt;
&lt;br /&gt;
Oleg Vdovenko https://gumroad.com/chuvabak&lt;br /&gt;
&lt;br /&gt;
Frank Tzeng https://gumroad.com/frank_tzeng_art&lt;br /&gt;
&lt;br /&gt;
Mathias Zamęcki https://gumroad.com/mathiaszamecki&lt;br /&gt;
&lt;br /&gt;
Cezar Brandao https://gumroad.com/branduarte&lt;br /&gt;
&lt;br /&gt;
Josh P Crockett https://gumroad.com/monsterfaces&lt;br /&gt;
&lt;br /&gt;
Lance Wilkinson https://gumroad.com/optinium&lt;br /&gt;
&lt;br /&gt;
Jerry Perkins https://gumroad.com/masterxeon1001&lt;br /&gt;
&lt;br /&gt;
Matt Thorup https://gumroad.com/redbeard&lt;br /&gt;
&lt;br /&gt;
Martin Punchev https://gumroad.com/cgzen&lt;br /&gt;
&lt;br /&gt;
Justin Goby Fields https://gumroad.com/ironkladstudios&lt;br /&gt;
&lt;br /&gt;
Peter Zoppi https://gumroad.com/zippzopp&lt;br /&gt;
&lt;br /&gt;
Shane Olson https://gumroad.com/l/shaneolsonCourse01&lt;br /&gt;
&lt;br /&gt;
Dead Panic Studios https://gumroad.com/deadpanic3d&lt;br /&gt;
&lt;br /&gt;
Nick Miller https://gumroad.com/nyx702&lt;br /&gt;
&lt;br /&gt;
Salim Ljabli https://gumroad.com/salimljabli&lt;br /&gt;
&lt;br /&gt;
Isaac Oster https://gumroad.com/isaacoster&lt;br /&gt;
&lt;br /&gt;
Alexander Delagrange https://gumroad.com/l/TqTzB&lt;br /&gt;
&lt;br /&gt;
Katon Callaway https://gumroad.com/katoncallaway&lt;br /&gt;
&lt;br /&gt;
Vaughan Ling https://gumroad.com/vling&lt;br /&gt;
&lt;br /&gt;
Claudio Setti https://gumroad.com/claudiosetti&lt;br /&gt;
&lt;br /&gt;
Carlos Fuentes https://gumroad.com/generalarmament&lt;br /&gt;
&lt;br /&gt;
Dusk Thirteen https://gumroad.com/dusk13&lt;br /&gt;
&lt;br /&gt;
Michael Knowland https://gumroad.com/mknowland&lt;br /&gt;
&lt;br /&gt;
Ryan Kingslien https://gumroad.com/ryankingslien&lt;br /&gt;
&lt;br /&gt;
Philipp Schmidt https://gumroad.com/l/gSRd&lt;br /&gt;
&lt;br /&gt;
Rohan Dalvi https://gumroad.com/rohandalvi&lt;br /&gt;
&lt;br /&gt;
Chung Kan https://gumroad.com/chungkan&lt;br /&gt;
&lt;br /&gt;
Nick Rutledge https://gumroad.com/thekesslereffect&lt;br /&gt;
&lt;br /&gt;
Glauco Longhi https://gumroad.com/glaucolonghi&lt;br /&gt;
&lt;br /&gt;
Jose Cua https://gumroad.com/josecua&lt;br /&gt;
&lt;br /&gt;
Gavin Goulden https://gumroad.com/gavingoulden&lt;br /&gt;
&lt;br /&gt;
Erik Jakobsen https://gumroad.com/erikjakobsen_art&lt;br /&gt;
&lt;br /&gt;
Tarkan Sarim https://gumroad.com/tarkansarim&lt;br /&gt;
&lt;br /&gt;
Jesse Sandifer https://gumroad.com/jessesandifer&lt;br /&gt;
&lt;br /&gt;
Alami Khalil https://gumroad.com/l/modularassets&lt;br /&gt;
&lt;br /&gt;
MaserXeon1001 https://gumroad.com/masterxeon1001&lt;br /&gt;
&lt;br /&gt;
Peter Konig https://gumroad.com/peterkonig&lt;br /&gt;
&lt;br /&gt;
Jeffrey Ian Wilson https://gumroad.com/jeffreyianwilson&lt;br /&gt;
&lt;br /&gt;
Hunter Rosenberg https://gumroad.com/will_grello&lt;br /&gt;
&lt;br /&gt;
Chris Rosewarne https://gumroad.com/chrisrosewarne&lt;br /&gt;
&lt;br /&gt;
Pierre Benjamin https://gumroad.com/artofpierrebenjamin&lt;br /&gt;
&lt;br /&gt;
Warren Marshall https://gumroad.com/warrenmarshall&lt;br /&gt;
&lt;br /&gt;
Tor Frick https://gumroad.com/snefer&lt;br /&gt;
&lt;br /&gt;
Francois Klose https://gumroad.com/francoisk&lt;br /&gt;
&lt;br /&gt;
Mikkel Frandsen https://gumroad.com/mikkelfrandsendesign&lt;br /&gt;
&lt;br /&gt;
Jim Vikström https://gumroad.com/jimvikstrom&lt;br /&gt;
&lt;br /&gt;
linkzelda41 https://gumroad.com/linkzelda41&lt;br /&gt;
&lt;br /&gt;
Yriy Romanyk https://gumroad.com/romanyuk&lt;br /&gt;
&lt;br /&gt;
Dmytrenko Igor https://gumroad.com/klints&lt;br /&gt;
&lt;br /&gt;
Oscar Perez Ayala https://gumroad.com/oscarperezart&lt;br /&gt;
&lt;br /&gt;
Mark Van Haitsma https://gumroad.com/mvhaitsma&lt;br /&gt;
&lt;br /&gt;
Excessive Zero https://gumroad.com/excessivezero&lt;br /&gt;
&lt;br /&gt;
Thiago Klafke https://gumroad.com/unreal4environments&lt;br /&gt;
&lt;br /&gt;
Amit Kolay https://gumroad.com/kolayamit&lt;br /&gt;
&lt;br /&gt;
Michael Pavlovich https://gumroad.com/pavlovich&lt;br /&gt;
&lt;br /&gt;
==Concept Art==&lt;br /&gt;
&lt;br /&gt;
Alexandre Diboine https://gumroad.com/alexandrediboine&lt;br /&gt;
&lt;br /&gt;
Cam Sykes https://gumroad.com/l/jdcKB&lt;br /&gt;
&lt;br /&gt;
John J. Park https://gumroad.com/jparked&lt;br /&gt;
&lt;br /&gt;
Anthony Jones https://gumroad.com/robotpencil&lt;br /&gt;
&lt;br /&gt;
Eytan Zana https://gumroad.com/eytanzana&lt;br /&gt;
&lt;br /&gt;
Victor Mosquera https://gumroad.com/victormosquera&lt;br /&gt;
&lt;br /&gt;
John Sweeney https://gumroad.com/sweeney1987&lt;br /&gt;
&lt;br /&gt;
Darek Zabrocki https://gumroad.com/darekzabrocki&lt;br /&gt;
&lt;br /&gt;
Neil Blevins https://gumroad.com/soulburn3d&lt;br /&gt;
&lt;br /&gt;
Richard Lyons https://gumroad.com/rlyons&lt;br /&gt;
&lt;br /&gt;
Matt Dixon https://gumroad.com/mattdixon&lt;br /&gt;
&lt;br /&gt;
Charlie Bowater https://gumroad.com/charliebowater&lt;br /&gt;
&lt;br /&gt;
Maciej Kuciara https://gumroad.com/maciejkuciara&lt;br /&gt;
&lt;br /&gt;
Eric Ryan https://gumroad.com/ericryan&lt;br /&gt;
&lt;br /&gt;
Chino-Rino https://gumroad.com/chinorinovislab&lt;br /&gt;
&lt;br /&gt;
Andrey Ryabovichev https://gumroad.com/riabovitchev&lt;br /&gt;
&lt;br /&gt;
Jonas De Ro https://gumroad.com/jonasdero&lt;br /&gt;
&lt;br /&gt;
Nick Gindraux https://gumroad.com/ngindraux&lt;br /&gt;
&lt;br /&gt;
Dan Luvisi https://gumroad.com/danluvisiart&lt;br /&gt;
&lt;br /&gt;
James Zapata https://gumroad.com/jameszapata&lt;br /&gt;
&lt;br /&gt;
Jan Urschel https://gumroad.com/janurschel&lt;br /&gt;
&lt;br /&gt;
Jason Scheier https://gumroad.com/jscheier&lt;br /&gt;
&lt;br /&gt;
Dave Rapoza https://gumroad.com/daverapoza&lt;br /&gt;
&lt;br /&gt;
James Paick https://gumroad.com/jamespaick&lt;br /&gt;
&lt;br /&gt;
David Lojaya https://gumroad.com/davidlojaya&lt;br /&gt;
&lt;br /&gt;
Nick Hiatt https://gumroad.com/nickhiatt&lt;br /&gt;
&lt;br /&gt;
Emily Hare https://gumroad.com/wavingmonster&lt;br /&gt;
&lt;br /&gt;
Tyler Edlin https://gumroad.com/l/BhyY&lt;br /&gt;
&lt;br /&gt;
Jama Jurabaev https://gumroad.com/jamajurabaev&lt;br /&gt;
&lt;br /&gt;
Michal Kus https://gumroad.com/michalkus&lt;br /&gt;
&lt;br /&gt;
Frank Hong https://gumroad.com/frankhong&lt;br /&gt;
&lt;br /&gt;
Marco Nelor https://gumroad.com/marconelor&lt;br /&gt;
&lt;br /&gt;
Alex Ruiz https://gumroad.com/alexruizart&lt;br /&gt;
&lt;br /&gt;
Paul Kwon https://gumroad.com/zeronispk&lt;br /&gt;
&lt;br /&gt;
Espen Olsen Sætervik https://gumroad.com/espenartman&lt;br /&gt;
&lt;br /&gt;
David Levy https://gumroad.com/vyle&lt;br /&gt;
&lt;br /&gt;
Konstantin Maystrenko https://gumroad.com/zoonoid&lt;br /&gt;
&lt;br /&gt;
Daniel Jin Suk Park https://gumroad.com/danielpark&lt;br /&gt;
&lt;br /&gt;
Paul Scott Canavan https://gumroad.com/abigbat&lt;br /&gt;
&lt;br /&gt;
Kalen Chock https://gumroad.com/k04sk&lt;br /&gt;
&lt;br /&gt;
Mark Molnar https://gumroad.com/markmolnar&lt;br /&gt;
&lt;br /&gt;
Natasha Tan https://gumroad.com/natashatan&lt;br /&gt;
&lt;br /&gt;
Marek Okon https://gumroad.com/marekokon&lt;br /&gt;
&lt;br /&gt;
Adam Duff https://gumroad.com/adamator&lt;br /&gt;
&lt;br /&gt;
Trent Kaniuga https://gumroad.com/trentk&lt;br /&gt;
&lt;br /&gt;
Trevor Claxton https://gumroad.com/l/Gaki&lt;br /&gt;
&lt;br /&gt;
Rad Sechrist https://gumroad.com/radsechrist&lt;br /&gt;
&lt;br /&gt;
Alex Negrea https://gumroad.com/alexnegrea&lt;br /&gt;
&lt;br /&gt;
Michael Yamada and Victoria Ying https://gumroad.com/eca&lt;br /&gt;
&lt;br /&gt;
David Colman https://gumroad.com/davidsdoodles&lt;br /&gt;
&lt;br /&gt;
Glenn Rane https://gumroad.com/glennrane&lt;br /&gt;
&lt;br /&gt;
Chris Legaspi https://gumroad.com/chrislegaspi&lt;br /&gt;
&lt;br /&gt;
Tony Leonard https://gumroad.com/tonikoro&lt;br /&gt;
&lt;br /&gt;
Yohann Schepacz https://gumroad.com/oxanstudio&lt;br /&gt;
&lt;br /&gt;
Jason Seiler https://gumroad.com/jasonseiler&lt;br /&gt;
&lt;br /&gt;
Mike 'Daarken' Lim https://gumroad.com/daarken&lt;br /&gt;
&lt;br /&gt;
Brainstorm School https://gumroad.com/brainstormschool&lt;br /&gt;
&lt;br /&gt;
Johannes Voss https://gumroad.com/l/KaCW&lt;br /&gt;
&lt;br /&gt;
longpham https://gumroad.com/longpham&lt;br /&gt;
&lt;br /&gt;
One Pixel Brush https://gumroad.com/onepixelbrush&lt;br /&gt;
&lt;br /&gt;
Mike Azevedo https://gumroad.com/mikeazevedo&lt;br /&gt;
&lt;br /&gt;
Titus Lunter https://gumroad.com/tituslunter&lt;br /&gt;
&lt;br /&gt;
Redhead Robot https://gumroad.com/redheadrobot&lt;br /&gt;
&lt;br /&gt;
Melanie Maier https://gumroad.com/melaniemaier&lt;br /&gt;
&lt;br /&gt;
Miles Johnston https://gumroad.com/milesjohnston&lt;br /&gt;
&lt;br /&gt;
David Ferreira https://gumroad.com/david_ferreira&lt;br /&gt;
&lt;br /&gt;
Lu Dongjun https://gumroad.com/ludongjun&lt;br /&gt;
&lt;br /&gt;
Alexey Grishin https://gumroad.com/sephirothart&lt;br /&gt;
&lt;br /&gt;
Chris Rosewarne https://gumroad.com/chrisrosewarne&lt;br /&gt;
&lt;br /&gt;
Justin Pichetrungsi https://gumroad.com/l/jrungsi&lt;br /&gt;
&lt;br /&gt;
Matthew Zikry https://gumroad.com/l/perspective&lt;br /&gt;
&lt;br /&gt;
Serg Souleiman https://gumroad.com/artofserg&lt;br /&gt;
&lt;br /&gt;
Mike Hill https://gumroad.com/mikehill&lt;br /&gt;
&lt;br /&gt;
Sakimi Chan https://gumroad.com/sakimichan&lt;br /&gt;
&lt;br /&gt;
John Wallin Liberto https://gumroad.com/johnliberto&lt;br /&gt;
&lt;br /&gt;
Noah Bradley https://gumroad.com/l/thedesperatelamentations&lt;br /&gt;
&lt;br /&gt;
Brandon Liao https://gumroad.com/epicloot/&lt;br /&gt;
&lt;br /&gt;
Camila Vielmond https://gumroad.com/vielmond&lt;br /&gt;
&lt;br /&gt;
Yuri Shwedoff https://gumroad.com/yurishwedoff&lt;br /&gt;
&lt;br /&gt;
Adrian Majkrzak https://gumroad.com/ghostorbit&lt;br /&gt;
&lt;br /&gt;
Edon Guraziu https://gumroad.com/edonguraziu&lt;br /&gt;
&lt;br /&gt;
Foundation Patreon https://gumroad.com/foundation_patreon&lt;br /&gt;
&lt;br /&gt;
Jomaro Kindred https://gumroad.com/kindredconcepts&lt;br /&gt;
&lt;br /&gt;
Lorin Wood https://gumroad.com/lwoodesign_gum&lt;br /&gt;
&lt;br /&gt;
Marius Bota https://gumroad.com/botamarius&lt;br /&gt;
&lt;br /&gt;
Roger Adams https://gumroad.com/rogeradams&lt;br /&gt;
&lt;br /&gt;
Timothy Rodriguez https://gumroad.com/timo&lt;br /&gt;
&lt;br /&gt;
Marcel Domke https://gumroad.com/marceldomke&lt;br /&gt;
&lt;br /&gt;
Devin Platts https://gumroad.com/devinplatts#&lt;br /&gt;
&lt;br /&gt;
Tony Leonard https://gumroad.com/tonikoro&lt;br /&gt;
&lt;br /&gt;
Wanja Svasek https://gumroad.com/l/FSP_Primitives&lt;br /&gt;
&lt;br /&gt;
sparth https://gumroad.com/sparth&lt;br /&gt;
&lt;br /&gt;
Eli Maffei https://gumroad.com/screamingzen&lt;br /&gt;
&lt;br /&gt;
Iacocca Khen https://gumroad.com/iacoccakhen&lt;br /&gt;
&lt;br /&gt;
==Sketchbooks/Books==&lt;br /&gt;
&lt;br /&gt;
Ryan Hawkins/VERTEX https://gumroad.com/ryanhawkins&lt;br /&gt;
&lt;br /&gt;
Will Terrell https://gumroad.com/willterrell&lt;br /&gt;
&lt;br /&gt;
Clint Cearley https://gumroad.com/l/SDra&lt;br /&gt;
&lt;br /&gt;
Brett Bean https://gumroad.com/2dbean&lt;br /&gt;
&lt;br /&gt;
Tally Marks https://gumroad.com/l/SMtyJ&lt;br /&gt;
&lt;br /&gt;
Mike Corriero https://gumroad.com/mikecorriero#&lt;br /&gt;
&lt;br /&gt;
Chris E. O'Neill https://gumroad.com/thumbsoneill&lt;br /&gt;
&lt;br /&gt;
Natalie Nourigat https://gumroad.com/tallychyck&lt;br /&gt;
&lt;br /&gt;
Omar Doğan https://gumroad.com/omardogan&lt;br /&gt;
&lt;br /&gt;
Mark Molnar https://gumroad.com/markmolnar&lt;br /&gt;
&lt;br /&gt;
Stéphane Richard https://gumroad.com/wootha&lt;br /&gt;
&lt;br /&gt;
==Photoshop Brushes==&lt;br /&gt;
&lt;br /&gt;
Kyle T Webster https://gumroad.com/kyletwebster&lt;br /&gt;
&lt;br /&gt;
Maxim Verehin https://gumroad.com/verehin&lt;br /&gt;
&lt;br /&gt;
Shiyoon https://gumroad.com/l/shiyoonink&lt;br /&gt;
&lt;br /&gt;
Louis Van Driessche https://gumroad.com/lewisflakes&lt;br /&gt;
&lt;br /&gt;
Igor Vitkovskiy SHIA BRUSHES!! DO IT! https://gumroad.com/artistmef&lt;br /&gt;
&lt;br /&gt;
Stefan Blandin https://gumroad.com/airmanepic&lt;br /&gt;
&lt;br /&gt;
==Clip Paint &amp;amp; Manga Studio Brushes==&lt;br /&gt;
&lt;br /&gt;
Paolo Limoncelli https://gumroad.com/uxds&lt;br /&gt;
&lt;br /&gt;
==Materials/Texturing==&lt;br /&gt;
&lt;br /&gt;
Ben Nadler https://gumroad.com/bennadler&lt;br /&gt;
&lt;br /&gt;
Kelvin Tan https://gumroad.com/turpedo&lt;br /&gt;
&lt;br /&gt;
Paweł Łyczkowski https://gumroad.com/plyczkowski&lt;br /&gt;
&lt;br /&gt;
Hiten Mistry https://gumroad.com/mistryhiten&lt;br /&gt;
&lt;br /&gt;
Jerod Bogh https://gumroad.com/jerodbogh&lt;br /&gt;
&lt;br /&gt;
Yuri Alexander https://gumroad.com/ysalex&lt;br /&gt;
&lt;br /&gt;
Joost Vanhoutte https://gumroad.com/joost&lt;br /&gt;
&lt;br /&gt;
Zeno Pelgrims https://gumroad.com/zenopelgrims&lt;br /&gt;
&lt;br /&gt;
Ann Batte https://gumroad.com/texturing_resources&lt;br /&gt;
&lt;br /&gt;
Christophe Desse https://gumroad.com/xtrm3d&lt;br /&gt;
&lt;br /&gt;
Thiago Vidotto https://gumroad.com/tvidotto&lt;br /&gt;
&lt;br /&gt;
Juan Jimenez https://gumroad.com/factor3d&lt;br /&gt;
&lt;br /&gt;
Tim Bergholz https://gumroad.com/timb&lt;br /&gt;
&lt;br /&gt;
Jeff Parrott https://gumroad.com/artofjeffp&lt;br /&gt;
&lt;br /&gt;
esfgames https://gumroad.com/esfgames&lt;br /&gt;
&lt;br /&gt;
sebvhe https://gumroad.com/sebvhe&lt;br /&gt;
&lt;br /&gt;
Karen Stanley https://gumroad.com/kazperstan&lt;br /&gt;
&lt;br /&gt;
Nicolas Kirsch https://gumroad.com/facelessmind&lt;br /&gt;
&lt;br /&gt;
Kyle Horwood https://gumroad.com/3dkyle&lt;br /&gt;
&lt;br /&gt;
Jacob Norris https://gumroad.com/purepolygons&lt;br /&gt;
&lt;br /&gt;
Stefan Blandin https://gumroad.com/airmanepic&lt;br /&gt;
&lt;br /&gt;
==ZBrush Brushes/Alphas==&lt;br /&gt;
&lt;br /&gt;
Jonas Ronnegard https://gumroad.com/environmentdesign&lt;br /&gt;
&lt;br /&gt;
Gerardo Castellanos https://gumroad.com/gerardocastellanos&lt;br /&gt;
&lt;br /&gt;
Michael Dunnam: https://gumroad.com/mdunnam&lt;br /&gt;
&lt;br /&gt;
Rozenrot https://gumroad.com/rozenrot&lt;br /&gt;
&lt;br /&gt;
James Lucas https://gumroad.com/imjameslucas&lt;br /&gt;
 &lt;br /&gt;
==Image Reference Packs==&lt;br /&gt;
&lt;br /&gt;
Alexander House https://gumroad.com/argh0use&lt;br /&gt;
&lt;br /&gt;
ProREF https://gumroad.com/prorefs&lt;br /&gt;
&lt;br /&gt;
Renee Robyn https://gumroad.com/reneerobynphoto&lt;br /&gt;
&lt;br /&gt;
Tom Lopez https://gumroad.com/tomlopez&lt;br /&gt;
&lt;br /&gt;
Travis Davids https://gumroad.com/mrdavids1&lt;br /&gt;
&lt;br /&gt;
Andrew Wing Simpson https://gumroad.com/andrewwing&lt;br /&gt;
&lt;br /&gt;
Mathilde Calon https://gumroad.com/perzik&lt;br /&gt;
&lt;br /&gt;
Hector Mateo https://gumroad.com/hectormateo&lt;br /&gt;
&lt;br /&gt;
Little Pink Pebble https://gumroad.com/littlepinkpebble&lt;br /&gt;
&lt;br /&gt;
HexDraws https://gumroad.com/hexdraws&lt;br /&gt;
&lt;br /&gt;
Chris Stone https://gumroad.com/beefaroni&lt;br /&gt;
&lt;br /&gt;
Finn Spencer https://gumroad.com/theironpaw&lt;br /&gt;
&lt;br /&gt;
==Assets==&lt;br /&gt;
&lt;br /&gt;
Jimmy Livefjord https://gumroad.com/handpaintedtextures&lt;br /&gt;
&lt;br /&gt;
unforgiven https://gumroad.com/unforgiven&lt;br /&gt;
&lt;br /&gt;
Ahmad Merheb https://gumroad.com/ahmadmerheb&lt;br /&gt;
&lt;br /&gt;
Francois Klose https://gumroad.com/fkay&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [http://polycount.com/discussion/137585/gumroad-tutorials-list Gumroad Tutorials List] - Polycount Forum thread managed by [http://polycount.com/profile/Jeff%20Parrott Jeff Parrott].&lt;br /&gt;
* [http://polycount.com/discussion/168735/spreadsheet-of-game-art-related-gumroad-tutorials-resources-references-misc Spreadsheet of Game Art Related Gumroad Tutorials / Resources / References / Misc] - sortable spreadsheet compiled by [http://polycount.com/profile/ZacD ZacD].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Tutorials]] [[Category:Concept]] [[Category:CharacterModeling]] [[Category:EnvironmentModeling]] [[Category:Texturing]] [[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Lighting</id>
		<title>Lighting</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Lighting"/>
				<updated>2017-09-12T00:26:57Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: /* Resources */ Capitalisation...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All about lighting in games.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
[[Image:brian-leleux.jpg|link=http://polycount.com/discussion/comment/2441187/#Comment_2441187|100px]] [http://polycount.com/discussion/comment/2441187/#Comment_2441187 Outdoor Lighting Process in UE4]&lt;br /&gt;
&lt;br /&gt;
[[Image:zone-system.jpg|link=http://polycount.com/discussion/comment/2394796/#Comment_2394796|100px]] &lt;br /&gt;
[http://polycount.com/discussion/comment/2394796/#Comment_2394796 Useful lighting critique]&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting-cay.jpg|link=http://polycount.com/discussion/comment/2394303/#Comment_2394303|100px]] [http://polycount.com/discussion/comment/2394303/#Comment_2394303 (UE4) Asylum Environment - Lighting Setup] &lt;br /&gt;
&lt;br /&gt;
[[Image:Dota2CharacterTextureGuide.png|link=http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf]] [http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf Dota 2 Character Texture Guide] by Valve Software, from [http://www.dota2.com/workshop/ Dota 2 Workshop] shows how to use [[Ambient_occlusion_map|ambient occlusion]] and point light [[Texture_Baking|bakes]] to create the diffuse texture. [[file:Dota2CharacterTextureGuide.pdf]](3MB pdf backup)&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_marmoset.png|link=http://www.marmoset.co/toolbag/learn/character-lighting]] [http://www.marmoset.co/toolbag/learn/character-lighting Character Lighting Tutorial - Marmoset] by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]''&lt;br /&gt;
&lt;br /&gt;
[[Image:Lighting_bioshock_infinite.jpg|link=http://solid-angle.blogspot.se/2014/03/bioshock-infinite-lighting.html]] [http://solid-angle.blogspot.se/2014/03/bioshock-infinite-lighting.html BioShock Infinite Lighting] by ''[http://solid-angle.blogspot.se/ Steve Anichini]''&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_vickery.png|link=http://www.thegnomonworkshop.com/store/product/185/Practical-Light-and-Color]] [http://www.thegnomonworkshop.com/store/product/185/Practical-Light-and-Color Practical Light and Color] ($) by ''Jeremy Vickery'' - video by a lighting artist at Pixar &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_yotbook.png|link=http://www.amazon.com/Light-Visual-Artists-Understanding-Design/dp/185669660X/]] [http://www.amazon.com/Light-Visual-Artists-Understanding-Design/dp/185669660X/ Light for Visual Artists: Understanding &amp;amp; Using Light in Art &amp;amp; Design] ($) by ''Richard Yot'' &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_gurney.png|link=http://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719/]] [http://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719/ Color and Light: A Guide for the Realist Painter] ($) by ''James Gurney'' - lighting from a painter's perspective, lavishly illustrated. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_alton.png|link=http://www.amazon.com/Painting-With-Light-John-Alton/dp/0520275845/]] [http://www.amazon.com/Painting-With-Light-John-Alton/dp/0520275845/ Painting With Light] ($) by ''John Alton'' - cinematographer's guide to lighting. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_birn.png|link=http://www.amazon.com/Digital-Lighting-Rendering-2nd-Edition/dp/0321316312]] [http://www.amazon.com/Digital-Lighting-Rendering-2nd-Edition/dp/0321316312 Digital Lighting and Rendering] ($) by ''Jeremy Birn'' - digital artist's guide to lighting. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_dejong.png|link=http://www.scribd.com/doc/4063526/Pages-From-TheHowsAndWhysOfLevelDesignSE-Lighting]] [http://www.scribd.com/doc/4063526/Pages-From-TheHowsAndWhysOfLevelDesignSE-Lighting The Hows and Whys of Level Design - Lighting] ($) by ''[http://www.hourences.com Sjoerd 'hourences' De Jong]'' &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_price.png|link=http://youtu.be/Qj1FK8n7WgY]] [http://youtu.be/Qj1FK8n7WgY Understanding Color] by ''Andrew Price'' - video by a Blender artist, see also [http://www.blenderguru.com/videos/understanding-colors/ the web page version]. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_richardyot.png|link=http://www.itchy-animation.co.uk/light.htm]] [http://www.itchy-animation.co.uk/light.htm LIGHT - a detailed tutorial] by ''[http://www.itchy-animation.co.uk Richard Yot]''  &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_advlightakram.png|link=http://warpedspace.org/lightingT/part1.htm]] [http://warpedspace.org/lightingT/part1.htm Advanced Lighting Techniques] by ''[http://warpedspace.org Amaan Akram]''  &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_dygert.png|link=http://www.polycount.com/forum/showthread.php?t=51209]] [http://www.polycount.com/forum/showthread.php?t=51209 Lighting Basics and You...] thread on the Polycount Forum. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_3pointbirn.png|link=http://www.3drender.com/light/3point.html]] [http://www.3drender.com/light/3point.html Three-Point Lighting for 3D Renderings] by ''[http://www.3drender.com Jeremy Birn]'' &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_psgarttutorial.png|link=http://androidarts.com/art_tut.htm#light_stuff]] [http://androidarts.com/art_tut.htm#light_stuff PSG Art tutorial] by ''Arne Niklas Jansson''&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_lowel.png|link=http://lowel.tiffen.com/edu/]] [http://lowel.tiffen.com/edu/ Foundations of Studio Lighting and Techniques] by ''[http://lowel.tiffen.com/ Lowel-Light Mfg.]''&lt;br /&gt;
&lt;br /&gt;
== Global Illumination (GI) ==&lt;br /&gt;
GI calculates how light touches objects in a scene, and bounces off (or through) to illuminate other objects nearby. Because light is scattered by these bounces, GI renders soft shadows and colored light bleeding, creating more realistic lighting. &lt;br /&gt;
&lt;br /&gt;
Global illumination is expensive to render, but there are various approximations in use in games rendering...&lt;br /&gt;
&lt;br /&gt;
=== Image Based Lighting (IBL) ===&lt;br /&gt;
Image based lighting surrounds the scene with a dome or sphere, which is mapped with an image. This image contributes lighting to everything inside it. Bright parts of the image create brighter lighting on the sides of objects that face that direction. &lt;br /&gt;
&lt;br /&gt;
This is very fast to render, so it can be used in real-time.&lt;br /&gt;
&lt;br /&gt;
IBL approximates global illumination, because the image can have multiple light sources, and can simulate light bouncing off distant surfaces to illuminate the scene objects. However it does not handle nearby light bounces... objects inside the scene don't bounce light onto each other.&lt;br /&gt;
&lt;br /&gt;
Marmoset [http://www.marmoset.co/ Toolbag and Skyshop] are real-time rendering engines that use image based lighting.&lt;br /&gt;
&lt;br /&gt;
=== Voxel Cone-Tracing Global Illumination ===&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100642 voxel cone-tracing GI discussion]&lt;br /&gt;
&lt;br /&gt;
Recently attempted for the new Unreal Engine 4, but dropped due to the limitations of PlayStation 4 hardware.&lt;br /&gt;
&lt;br /&gt;
=== Spherical Harmonic Lighting (SH) ===&lt;br /&gt;
See [http://en.wikipedia.org/wiki/Spherical_harmonic_lighting Wikipedia].&lt;br /&gt;
&lt;br /&gt;
== Physically Based Rendering (PBR) ==&lt;br /&gt;
See [[PBR]].&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=2031508 Next gen Lighting] on the Polycount Forum.&lt;br /&gt;
* [[:Category:Rendering]]&lt;br /&gt;
* [[:Category:Shaders]]&lt;br /&gt;
* [[AmbientOcclusionVertexColor]]&lt;br /&gt;
* [[Concept_Fundamentals#Painting_Fundamentals]]&lt;br /&gt;
* [[Glow]]&lt;br /&gt;
* [[SmoothingGroups]]&lt;br /&gt;
* [[VertexNormal]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Lighting]][[Category:Discipline]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Lighting</id>
		<title>Lighting</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Lighting"/>
				<updated>2017-09-12T00:25:49Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: /* Resources */ Added a link to the Lowel-Light tutorials.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All about lighting in games.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
[[Image:brian-leleux.jpg|link=http://polycount.com/discussion/comment/2441187/#Comment_2441187|100px]] [http://polycount.com/discussion/comment/2441187/#Comment_2441187 Outdoor lighting process in UE4]&lt;br /&gt;
&lt;br /&gt;
[[Image:zone-system.jpg|link=http://polycount.com/discussion/comment/2394796/#Comment_2394796|100px]] &lt;br /&gt;
[http://polycount.com/discussion/comment/2394796/#Comment_2394796 Useful lighting critique]&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting-cay.jpg|link=http://polycount.com/discussion/comment/2394303/#Comment_2394303|100px]] [http://polycount.com/discussion/comment/2394303/#Comment_2394303 (UE4) Asylum Environment - Lighting Setup] &lt;br /&gt;
&lt;br /&gt;
[[Image:Dota2CharacterTextureGuide.png|link=http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf]] [http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf Dota 2 Character Texture Guide] by Valve Software, from [http://www.dota2.com/workshop/ Dota 2 Workshop] shows how to use [[Ambient_occlusion_map|ambient occlusion]] and point light [[Texture_Baking|bakes]] to create the diffuse texture. [[file:Dota2CharacterTextureGuide.pdf]](3MB pdf backup)&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_marmoset.png|link=http://www.marmoset.co/toolbag/learn/character-lighting]] [http://www.marmoset.co/toolbag/learn/character-lighting Character Lighting Tutorial - Marmoset] by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]''&lt;br /&gt;
&lt;br /&gt;
[[Image:Lighting_bioshock_infinite.jpg|link=http://solid-angle.blogspot.se/2014/03/bioshock-infinite-lighting.html]] [http://solid-angle.blogspot.se/2014/03/bioshock-infinite-lighting.html BioShock Infinite Lighting] by ''[http://solid-angle.blogspot.se/ Steve Anichini]''&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_vickery.png|link=http://www.thegnomonworkshop.com/store/product/185/Practical-Light-and-Color]] [http://www.thegnomonworkshop.com/store/product/185/Practical-Light-and-Color Practical Light and Color] ($) by ''Jeremy Vickery'' - video by a lighting artist at Pixar &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_yotbook.png|link=http://www.amazon.com/Light-Visual-Artists-Understanding-Design/dp/185669660X/]] [http://www.amazon.com/Light-Visual-Artists-Understanding-Design/dp/185669660X/ Light for Visual Artists: Understanding &amp;amp; Using Light in Art &amp;amp; Design] ($) by ''Richard Yot'' &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_gurney.png|link=http://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719/]] [http://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719/ Color and Light: A Guide for the Realist Painter] ($) by ''James Gurney'' - lighting from a painter's perspective, lavishly illustrated. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_alton.png|link=http://www.amazon.com/Painting-With-Light-John-Alton/dp/0520275845/]] [http://www.amazon.com/Painting-With-Light-John-Alton/dp/0520275845/ Painting With Light] ($) by ''John Alton'' - cinematographer's guide to lighting. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_birn.png|link=http://www.amazon.com/Digital-Lighting-Rendering-2nd-Edition/dp/0321316312]] [http://www.amazon.com/Digital-Lighting-Rendering-2nd-Edition/dp/0321316312 Digital Lighting and Rendering] ($) by ''Jeremy Birn'' - digital artist's guide to lighting. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_dejong.png|link=http://www.scribd.com/doc/4063526/Pages-From-TheHowsAndWhysOfLevelDesignSE-Lighting]] [http://www.scribd.com/doc/4063526/Pages-From-TheHowsAndWhysOfLevelDesignSE-Lighting The Hows and Whys of Level Design - Lighting] ($) by ''[http://www.hourences.com Sjoerd 'hourences' De Jong]'' &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_price.png|link=http://youtu.be/Qj1FK8n7WgY]] [http://youtu.be/Qj1FK8n7WgY Understanding Color] by ''Andrew Price'' - video by a Blender artist, see also [http://www.blenderguru.com/videos/understanding-colors/ the web page version]. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_richardyot.png|link=http://www.itchy-animation.co.uk/light.htm]] [http://www.itchy-animation.co.uk/light.htm LIGHT - a detailed tutorial] by ''[http://www.itchy-animation.co.uk Richard Yot]''  &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_advlightakram.png|link=http://warpedspace.org/lightingT/part1.htm]] [http://warpedspace.org/lightingT/part1.htm Advanced Lighting Techniques] by ''[http://warpedspace.org Amaan Akram]''  &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_dygert.png|link=http://www.polycount.com/forum/showthread.php?t=51209]] [http://www.polycount.com/forum/showthread.php?t=51209 Lighting Basics and You...] thread on the Polycount Forum. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_3pointbirn.png|link=http://www.3drender.com/light/3point.html]] [http://www.3drender.com/light/3point.html Three-Point Lighting for 3D Renderings] by ''[http://www.3drender.com Jeremy Birn]'' &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_psgarttutorial.png|link=http://androidarts.com/art_tut.htm#light_stuff]] [http://androidarts.com/art_tut.htm#light_stuff PSG Art tutorial] by ''Arne Niklas Jansson''&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_lowel.png|link=http://lowel.tiffen.com/edu/]] [http://lowel.tiffen.com/edu/ Foundations of studio lighting and techniques] by ''[http://lowel.tiffen.com/ Lowel-Light Mfg.]''&lt;br /&gt;
&lt;br /&gt;
== Global Illumination (GI) ==&lt;br /&gt;
GI calculates how light touches objects in a scene, and bounces off (or through) to illuminate other objects nearby. Because light is scattered by these bounces, GI renders soft shadows and colored light bleeding, creating more realistic lighting. &lt;br /&gt;
&lt;br /&gt;
Global illumination is expensive to render, but there are various approximations in use in games rendering...&lt;br /&gt;
&lt;br /&gt;
=== Image Based Lighting (IBL) ===&lt;br /&gt;
Image based lighting surrounds the scene with a dome or sphere, which is mapped with an image. This image contributes lighting to everything inside it. Bright parts of the image create brighter lighting on the sides of objects that face that direction. &lt;br /&gt;
&lt;br /&gt;
This is very fast to render, so it can be used in real-time.&lt;br /&gt;
&lt;br /&gt;
IBL approximates global illumination, because the image can have multiple light sources, and can simulate light bouncing off distant surfaces to illuminate the scene objects. However it does not handle nearby light bounces... objects inside the scene don't bounce light onto each other.&lt;br /&gt;
&lt;br /&gt;
Marmoset [http://www.marmoset.co/ Toolbag and Skyshop] are real-time rendering engines that use image based lighting.&lt;br /&gt;
&lt;br /&gt;
=== Voxel Cone-Tracing Global Illumination ===&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100642 voxel cone-tracing GI discussion]&lt;br /&gt;
&lt;br /&gt;
Recently attempted for the new Unreal Engine 4, but dropped due to the limitations of PlayStation 4 hardware.&lt;br /&gt;
&lt;br /&gt;
=== Spherical Harmonic Lighting (SH) ===&lt;br /&gt;
See [http://en.wikipedia.org/wiki/Spherical_harmonic_lighting Wikipedia].&lt;br /&gt;
&lt;br /&gt;
== Physically Based Rendering (PBR) ==&lt;br /&gt;
See [[PBR]].&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=2031508 Next gen Lighting] on the Polycount Forum.&lt;br /&gt;
* [[:Category:Rendering]]&lt;br /&gt;
* [[:Category:Shaders]]&lt;br /&gt;
* [[AmbientOcclusionVertexColor]]&lt;br /&gt;
* [[Concept_Fundamentals#Painting_Fundamentals]]&lt;br /&gt;
* [[Glow]]&lt;br /&gt;
* [[SmoothingGroups]]&lt;br /&gt;
* [[VertexNormal]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Lighting]][[Category:Discipline]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:Lighting_lowel.png</id>
		<title>File:Lighting lowel.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:Lighting_lowel.png"/>
				<updated>2017-09-12T00:22:30Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Non-free web screenshot}}&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Freelance</id>
		<title>Freelance</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Freelance"/>
				<updated>2017-06-15T08:12:09Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: Commenting out the broken links instead of removing them. See them in edit-mode.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When working by yourself it is generally more difficult to keep a steady income, but the flexibility can be very rewarding. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== General Advice ==&lt;br /&gt;
* [https://www.cgspectrum.edu.au/blog/the-life-of-a-freelance-artist Succeeding as a Freelance Artist] CG Spectrum article.&lt;br /&gt;
* [http://polycount.com/discussion/180649/how-to-start-as-freelancer How to start as freelancer?!?] Polycount Forum thread.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=157247 Is it possible to be a freelance 3D modeler?] Polycount Forum thread.&lt;br /&gt;
&amp;lt;!-- * [http://www.polycount.com/forum/showthread.php?t=155552 how GOOD/ BAD is your CLIENT ?] Polycount Forum thread. --&amp;gt;&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=154650 Switching contracts] Polycount Forum thread.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=152861 Marketing yourself as a freelancer] Polycount Forum thread.&lt;br /&gt;
* [http://www.jonjones.com/2014/09/11/slides-and-information-from-my-xds-2014-presentations/ Tech and Tools of the Globetrotting Freelancer] by [http://www.jonjones.com Jon Jones].&lt;br /&gt;
* [http://www.artbypapercut.com/ Vertex #1] has a great article &amp;quot;Freelance 101 - Tips &amp;amp; Tricks on Freelancing&amp;quot; by [http://www.benregimbal.com/ Ben 'b1ll' Regimbal].&lt;br /&gt;
* [http://www.artbypapercut.com/ Vertex #2] has another awesome article &amp;quot;Outsourcing Tips &amp;amp; Tricks&amp;quot; by [http://www.exisinteractive.com/ Peter 'PeterK' Kojesta].&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=119200 Can you really be a freelancer?] Polycount Forum thread.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=58477 Horror Freelance Stories] Polycount Forum thread.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=100617 Tips for doing freelance work...] Polycount Forum thread with great advice from working freelancers.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=136589 How much to charge client?] Polycount Forum thread with more great advice.&lt;br /&gt;
* [http://www.polycount.com/forum/forumdisplay.php?f=39 Work Opportunities] Polycount Sub-Forums&lt;br /&gt;
&lt;br /&gt;
== Finding Clients ==&lt;br /&gt;
&lt;br /&gt;
* Ask previous clients if there's anything you could do for them. If you did good work for them in the past, chances are they would like to work with you again. &lt;br /&gt;
&lt;br /&gt;
* Ask former colleagues, people you've worked with in the past. For some people that might be other recent students, for others that would be game developers you've worked with at a studio in the past. &lt;br /&gt;
&lt;br /&gt;
* Make sure your portfolio link is in your forum signature, and that the site works properly. See [[Portfolio]] for details.&lt;br /&gt;
&lt;br /&gt;
* Post your work in progress on art community forums, solicit feedback, and submit updates. Don't use work-related art, post personal projects you're using to learn new techniques. You get noticed, and emails pop up, asking if you can do X or Y. Do the same process with online art competitions.&lt;br /&gt;
&lt;br /&gt;
* Go to local industry events and introduce yourself to people, let them know what you do, and that you're looking for new work. You'll also get people you met giving your name to other people they know, who were never there at the event but are looking for talent for something or other. Never underestimate the power of face-to-face communication.&lt;br /&gt;
&lt;br /&gt;
* Send overflow work to other freelancers you know. Send them work when it's something you're not good at or more than you can do by yourself. You'll find they're thinking of you more often, and sending work your way as well.&lt;br /&gt;
&lt;br /&gt;
* Create assets for one or more of the online stores ([https://www.assetstore.unity3d.com Unity], [https://www.unrealengine.com/marketplace Unreal], etc.). Not only do you make income from the assets, but you also get noticed, then people ask if you can do X or Y.&lt;br /&gt;
&lt;br /&gt;
* More tips in [http://www.polycount.com/forum/showthread.php?t=153819 Finding freelance clients] on the Polycount Forum.&lt;br /&gt;
&lt;br /&gt;
== Questions for the Client ==&lt;br /&gt;
&lt;br /&gt;
Get the information you need when you start a project.&lt;br /&gt;
# Software (i.e. Maya 2012, 3DSMAX 2013)&lt;br /&gt;
# Polycount (i.e. 1500 tris)&lt;br /&gt;
# Texture count, sizes, and type (i.e. 3 512x512 textures, head+upper body+lower body, diff+norm+spec)&lt;br /&gt;
# Sculpt required, or is Crazybump\nDo okay?&lt;br /&gt;
# Target engine ( UDK, Unity, etc.)&lt;br /&gt;
# Target screen resolution (in general but especially for mobile)&lt;br /&gt;
# Player perspective (FPS, third person, top-down iso)&lt;br /&gt;
# Timeframe (2wks, 4wks, ?)&lt;br /&gt;
# Concept or reference given?&lt;br /&gt;
# Sample asset provided? (art style, quality level, tech specs) &lt;br /&gt;
# Complexity? (complex rig, animatable parts, per-pixel painting, etc. can increase the time needed)&lt;br /&gt;
# Deliverables? (i.e. finished .MA file with texture flats in TGA format, plus layered PSDs)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * [http://www.polycount.com/forum/showthread.php?t=155552 how GOOD/ BAD is your CLIENT ?] Polycount Forum thread has advice for how to communicate well with your clients. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Art Tests ==&lt;br /&gt;
&lt;br /&gt;
See [[Game Industry#Art_Tests]].&lt;br /&gt;
&lt;br /&gt;
== Freelance Rates ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.freelancersunion.org/blog/2014/08/05/i-can-get-it-cheaper-what-do-when-client-rejects-your-fee/ &amp;quot;I can get it cheaper&amp;quot;: What to do when a client rejects your fee] article on [https://www.freelancersunion.org FreelancersUnion.org] by [https://www.freelancersunion.org/blog/authors/khamill/ Kate Hamill]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=138176 Payment and Freelance questions] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=122504 Info: going rate for 1,500 tri model+texture] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=75101 Freelance rates query] Polycount Forum thread&lt;br /&gt;
* [http://www.katsbits.com/articles/how-much-should-i-charge-for-freelance-3d-modeling-work.php How much should I charge for freelance 3D modeling work?] article on [[KatsBits]].com with advice and sample rates.&lt;br /&gt;
* [http://freelanceswitch.com/rates/ FreelanceSwitch Hourly Rate Calculator]&lt;br /&gt;
&lt;br /&gt;
The following numbers are averages, [http://www.polycount.com/forum/showthread.php?t=122504 posted] by Polycount members. All numbers are in USD unless stated otherwise.&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;
|  '''Freelancer Type''' &lt;br /&gt;
|  '''US Day Rate''' &lt;br /&gt;
|  '''US Hourly ''' &lt;br /&gt;
|  '''Overseas Day Rate''' &lt;br /&gt;
|  '''Overseas Hourly''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;| Individual contractor &lt;br /&gt;
|  $300/day [[#IndividualContractor|*]] &lt;br /&gt;
|  $37.50/hr [[#IndividualContractor|*]] &lt;br /&gt;
|  $250 - 375/day &lt;br /&gt;
|  $31.25 - 47/hr &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;| Low-end art studio &lt;br /&gt;
|  $350/day &lt;br /&gt;
|  $43.75/hr &lt;br /&gt;
|  $140 - 180/day &lt;br /&gt;
|  $17.50 - 22.50/hr &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;| Average art studio &lt;br /&gt;
|  $500/day &lt;br /&gt;
|  $62.50/hr &lt;br /&gt;
|  $200/day &lt;br /&gt;
|  $25/hr &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;| High-end art studio &lt;br /&gt;
|  $800/day [[#HighEndArtStudio|**]] &lt;br /&gt;
|  $100/hr [[#HighEndArtStudio|**]] &lt;br /&gt;
|  $300/day &lt;br /&gt;
|  $37.50/hr &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Individual contractors in the US range from $275 - 500/day ($34.50 - 62.50/hr) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;These rates are for rare high-end boutique studios.&lt;br /&gt;
&lt;br /&gt;
== Time Estimates ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=151118 Question for Character Artists] Polycount Forum thread, how much time to create a AAA character?&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=122504 Info: going rate for 1,500 tri model+texture] Polycount Forum thread, excerpts below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border-style:dotted;border-color:black;&amp;quot;&amp;gt;&lt;br /&gt;
In my experience outsourcing current-gen characters, the average time for developing one from a concept to final and ready to rig is about 4 to 6 weeks. I usually see it broken down something like this:&lt;br /&gt;
* base mesh: 5 days&lt;br /&gt;
* sculpt: 11 days&lt;br /&gt;
* game res mesh + UVs: 5 days&lt;br /&gt;
* textures: 12 days&lt;br /&gt;
&lt;br /&gt;
It can go faster or slower depending on the artist and the specs, but on average that's how it usually shakes out.&lt;br /&gt;
That's average Hero character spec when I outsource with a studio. That's also about how long it took for the badass character dudes at Vigil for most creatures. Individual contract artists tend to be a lot faster, though, in my experience.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/member.php?u=14112 Jon Jones]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border-style:dotted;border-color:black;&amp;quot;&amp;gt;&lt;br /&gt;
I usually get about 20 Business days which is about 4 weeks in studio.&lt;br /&gt;
* 2-3 days in Basemesh + Props (Assets Base)&lt;br /&gt;
* 8 days sculpting and detailing + hitting likeness etc&lt;br /&gt;
* 2 days retoppo and building game res mesh&lt;br /&gt;
* ~2 Days Baking Maps&lt;br /&gt;
* 5 days Texturing&lt;br /&gt;
of course those numbers are just approximates... since some things go faster or slower depending on the complexity...&lt;br /&gt;
i should add that's the time estimate on a 12k average complex character...&lt;br /&gt;
heroes and boss monsters and more complex characters get more time of course...&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/member.php?u=49339 DanBe]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border-style:dotted;border-color:black;&amp;quot;&amp;gt;&lt;br /&gt;
lol,I rarely get more than 2 weeks( 10 working days) to base mesh/zbrush/retopo and texturing.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/member.php?u=13759 Ruz], [http://www.polycount.com/forum/member.php?u=14133 almighty_gir]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border-style:dotted;border-color:black;&amp;quot;&amp;gt;&lt;br /&gt;
I'll keep it rough, but all current- and next-gen stuff I've been working on breaks down about like this... for only the modeling to final texture phase:&lt;br /&gt;
* characters are 4 - 6 weeks (sometimes)&lt;br /&gt;
* vehicles with interiors are 4 - 8 weeks&lt;br /&gt;
* third person weapons are about 2 - 3 weeks&lt;br /&gt;
* I haven't done first-person weapons but realistically I'd guess 3 - 4 weeks.&lt;br /&gt;
And when I count weeks, I mean a five-day, 40-hour workweek. And I'm at the point now where I'm seeing characters and vehicles as being a nearly equal amount of effort.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/member.php?u=14112 Jon Jones]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border-style:dotted;border-color:black;&amp;quot;&amp;gt;&lt;br /&gt;
20days and up would be one mighty complex character, though &amp;quot;nextgen&amp;quot; (as in ps4 xbone) realistic characters can ge quite complex pretty easy and usually start at around 3 working weeks (15 days).&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/member.php?u=17409 Neox]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Selling Assets ==&lt;br /&gt;
There are alternatives to freelancing directly for clients. You can sell assets via online stores, which can offer an alternative income stream.&lt;br /&gt;
&lt;br /&gt;
*[http://www.polycount.com/forum/showthread.php?t=155840 Guide for doing well making stock game assets?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=152944 Workshop/Asset Store creators: How do you decide what to make?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=152542 Single sale assets as a business model?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=152246 Artist's Rights Matter] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=151944 Steam Workshop now supports paid mod creations] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/forumdisplay.php?f=72 User Generated Content] Polycount Sub-Forum&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=100016 Dota 2 - Workshop Thread] Polycount Forum thread&lt;br /&gt;
&lt;br /&gt;
== Invoicing ==&lt;br /&gt;
* [http://polycount.com/discussion/188013/freelance-rates-and-budgeting-tool Freelance Rates and Budgeting Tool] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/172045/how-do-you-deal-with-a-client-that-doesnt-pay/p1 How do you deal with a client that doesn't pay?] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/167865/freelance-work-hassles Freelance work hassles] Polycount Forum thread, solutions for dealing with endless change orders.&lt;br /&gt;
* [http://polycount.com/discussion/151468 Screwed over by client, what to do?] Polycount Forum thread, advice for non-paying clients.&lt;br /&gt;
* [http://polycount.com/discussion/134384 Questions to freelancers about &amp;quot;flat fee&amp;quot;] Polycount Forum thread, suggestions for getting partial payment up front.&lt;br /&gt;
&lt;br /&gt;
Advice from [http://polycount.com/discussion/comment/1772256#Comment_1772256 Ben &amp;quot;poopinmymouth&amp;quot; Mathis] from [http://polycount.com/discussion/116539/paid-spiral-recruitment-thread-work-with-dinosaurs Spiral - Recruitment Thread]:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Let me lay out how I work with first time clients.&lt;br /&gt;
&lt;br /&gt;
* First, we agree on what will be done, any technical requirements, concepts made clear, triangle count, blah blah.&lt;br /&gt;
* Next we agree on a fee and what exactly will be delivered and by what date, and how revisions are charged.&lt;br /&gt;
* Next, I require 50% up front before I start working, by international money transfer, not paypal.&lt;br /&gt;
* I turn in jpegs or gifs of progress at regular stages so feedback can be provided in a timely manner. When the work is complete and both parties agree, I am paid the remaining 50% before I upload the 3d format and textures. Till this point they have seen only see jpegs.&lt;br /&gt;
&lt;br /&gt;
Here is why this works. I would never have made the 3d asset without this client wanting it. I cannot do anything with the 3d asset when I am done, I cannot pay rent with it, I cannot sell it to someone else, and I might not even have enjoyed the process. The corollary, is the dollars/yen/euro the client is going to pay me, can easily be used elsewhere. This makes the exchange rather one sided in terms of leverage since once the work is done they have no reason to pay if they are not on the up and up. Once I have established a working relationship with a client, I can work with invoices, regular payment schedules, etc, but the first time I work with someone new, no matter big or small, I require this payment setup, and if they aren´t willing to work with it, I have to politely decline. This is to protect myself from doing work, and not getting paid. To date not a single client has had a problem with it, and I have worked remotely for many companies of various sizes.&lt;br /&gt;
&lt;br /&gt;
Most experienced freelancers that I know work in a similar manner. If you have no portfolio, and no experience, you might not have the leverage to work this way, but after the first time you are burned by non-payment, you will come with a method to protect yourself.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Payment ==&lt;br /&gt;
&lt;br /&gt;
Freelance game artists typically use one of these methods to be paid by international clients:&lt;br /&gt;
* Direct wire transfer - A few banks offer it free, but many banks charge up to $60 USD per transfer. Corporate clients mostly use this method to pay.&lt;br /&gt;
* PayPal - 2.9% fee plus $.30 USD. [https://salecalc.com/paypal Paypal Fee Calculator]. Small companies and individuals tend to use this payment method.&lt;br /&gt;
* Personal check - no fees, least secure method, sent via traditional mail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other options are available, but they're expensive or annoying to use:&lt;br /&gt;
* [http://bitcoin.stackexchange.com/questions/25583/does-it-make-sense-to-use-bitcoin-to-transfer-money-to-yourself-internationally Bitcoin] (fee varies) Seems to require a series of manual inputs at &amp;gt;20 minute intervals.&lt;br /&gt;
* [https://www.coinpip.com/ CoinPip] 2% fee (1% for Premier Customers); No minimums, no forex charges&lt;br /&gt;
* [https://www.elance.com/q/how-it-works Elance] (8.75% fee)&lt;br /&gt;
* [https://www.google.com/wallet/faq.html#tab=faq-fees Google Wallet] (2.9% fee)&lt;br /&gt;
* [https://www.payoneer.com/Professionals-freelancers.aspx Payoneer] (1% fee, plus 2 - 2.75% conversion fee)&lt;br /&gt;
* [https://www.skrill.com/en/personal/fees/ Skrill] (3% - 5% fee)&lt;br /&gt;
* [https://www.upwork.com/i/howitworks/freelancer/ Upwork] (10% fee)&lt;br /&gt;
&lt;br /&gt;
== Legal &amp;amp; Taxes ==&lt;br /&gt;
&lt;br /&gt;
* [http://docontract.com/ contract( )] (pronounced 'do contract') generates free, plain English agreements for and between game developers. See the article [http://www.gamesindustry.biz/articles/2015-03-13-taking-the-fear-out-of-contracts Taking the fear out of contracts] on gamesindustry.biz.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=124715 Freelancing - worth creating an LLC to protect yourself? Any disadvantages?] Polycount Forum thread, info about taxes and liability.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=46742 Freelancing Help USA] Polycount Forum thread, info about taxes.&lt;br /&gt;
* [http://www.graphicartistsguild.org/handbook/ Graphic Artists Guild Handbook: Pricing &amp;amp; Ethical Guidelines] is an excellent resource for freelancers (and salarymen too). Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!&lt;br /&gt;
* [http://www.smashingmagazine.com/2012/08/15/free-download-useful-legal-documents-for-designers-pdf/ Useful Legal Documents For Designers (PDF/DOC)] free example contracts you can customize to your needs. Non-disclosure agreement, work for hire, illustration, web design, intellectual property, etc.&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[Game Industry]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:GameIndustry]] [[Category:Information]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Freelance</id>
		<title>Freelance</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Freelance"/>
				<updated>2017-06-15T08:05:23Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: /* General Advice */ Removing broken link (thread seems gone?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When working by yourself it is generally more difficult to keep a steady income, but the flexibility can be very rewarding. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== General Advice ==&lt;br /&gt;
* [https://www.cgspectrum.edu.au/blog/the-life-of-a-freelance-artist Succeeding as a Freelance Artist] CG Spectrum article.&lt;br /&gt;
* [http://polycount.com/discussion/180649/how-to-start-as-freelancer How to start as freelancer?!?] Polycount Forum thread.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=157247 Is it possible to be a freelance 3D modeler?] Polycount Forum thread.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=154650 Switching contracts] Polycount Forum thread.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=152861 Marketing yourself as a freelancer] Polycount Forum thread.&lt;br /&gt;
* [http://www.jonjones.com/2014/09/11/slides-and-information-from-my-xds-2014-presentations/ Tech and Tools of the Globetrotting Freelancer] by [http://www.jonjones.com Jon Jones].&lt;br /&gt;
* [http://www.artbypapercut.com/ Vertex #1] has a great article &amp;quot;Freelance 101 - Tips &amp;amp; Tricks on Freelancing&amp;quot; by [http://www.benregimbal.com/ Ben 'b1ll' Regimbal].&lt;br /&gt;
* [http://www.artbypapercut.com/ Vertex #2] has another awesome article &amp;quot;Outsourcing Tips &amp;amp; Tricks&amp;quot; by [http://www.exisinteractive.com/ Peter 'PeterK' Kojesta].&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=119200 Can you really be a freelancer?] Polycount Forum thread.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=58477 Horror Freelance Stories] Polycount Forum thread.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=100617 Tips for doing freelance work...] Polycount Forum thread with great advice from working freelancers.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=136589 How much to charge client?] Polycount Forum thread with more great advice.&lt;br /&gt;
* [http://www.polycount.com/forum/forumdisplay.php?f=39 Work Opportunities] Polycount Sub-Forums&lt;br /&gt;
&lt;br /&gt;
== Finding Clients ==&lt;br /&gt;
&lt;br /&gt;
* Ask previous clients if there's anything you could do for them. If you did good work for them in the past, chances are they would like to work with you again. &lt;br /&gt;
&lt;br /&gt;
* Ask former colleagues, people you've worked with in the past. For some people that might be other recent students, for others that would be game developers you've worked with at a studio in the past. &lt;br /&gt;
&lt;br /&gt;
* Make sure your portfolio link is in your forum signature, and that the site works properly. See [[Portfolio]] for details.&lt;br /&gt;
&lt;br /&gt;
* Post your work in progress on art community forums, solicit feedback, and submit updates. Don't use work-related art, post personal projects you're using to learn new techniques. You get noticed, and emails pop up, asking if you can do X or Y. Do the same process with online art competitions.&lt;br /&gt;
&lt;br /&gt;
* Go to local industry events and introduce yourself to people, let them know what you do, and that you're looking for new work. You'll also get people you met giving your name to other people they know, who were never there at the event but are looking for talent for something or other. Never underestimate the power of face-to-face communication.&lt;br /&gt;
&lt;br /&gt;
* Send overflow work to other freelancers you know. Send them work when it's something you're not good at or more than you can do by yourself. You'll find they're thinking of you more often, and sending work your way as well.&lt;br /&gt;
&lt;br /&gt;
* Create assets for one or more of the online stores ([https://www.assetstore.unity3d.com Unity], [https://www.unrealengine.com/marketplace Unreal], etc.). Not only do you make income from the assets, but you also get noticed, then people ask if you can do X or Y.&lt;br /&gt;
&lt;br /&gt;
* More tips in [http://www.polycount.com/forum/showthread.php?t=153819 Finding freelance clients] on the Polycount Forum.&lt;br /&gt;
&lt;br /&gt;
== Questions for the Client ==&lt;br /&gt;
&lt;br /&gt;
Get the information you need when you start a project.&lt;br /&gt;
# Software (i.e. Maya 2012, 3DSMAX 2013)&lt;br /&gt;
# Polycount (i.e. 1500 tris)&lt;br /&gt;
# Texture count, sizes, and type (i.e. 3 512x512 textures, head+upper body+lower body, diff+norm+spec)&lt;br /&gt;
# Sculpt required, or is Crazybump\nDo okay?&lt;br /&gt;
# Target engine ( UDK, Unity, etc.)&lt;br /&gt;
# Target screen resolution (in general but especially for mobile)&lt;br /&gt;
# Player perspective (FPS, third person, top-down iso)&lt;br /&gt;
# Timeframe (2wks, 4wks, ?)&lt;br /&gt;
# Concept or reference given?&lt;br /&gt;
# Sample asset provided? (art style, quality level, tech specs) &lt;br /&gt;
# Complexity? (complex rig, animatable parts, per-pixel painting, etc. can increase the time needed)&lt;br /&gt;
# Deliverables? (i.e. finished .MA file with texture flats in TGA format, plus layered PSDs)&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=155552 how GOOD/ BAD is your CLIENT ?] Polycount Forum thread has advice for how to communicate well with your clients.&lt;br /&gt;
&lt;br /&gt;
== Art Tests ==&lt;br /&gt;
&lt;br /&gt;
See [[Game Industry#Art_Tests]].&lt;br /&gt;
&lt;br /&gt;
== Freelance Rates ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.freelancersunion.org/blog/2014/08/05/i-can-get-it-cheaper-what-do-when-client-rejects-your-fee/ &amp;quot;I can get it cheaper&amp;quot;: What to do when a client rejects your fee] article on [https://www.freelancersunion.org FreelancersUnion.org] by [https://www.freelancersunion.org/blog/authors/khamill/ Kate Hamill]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=138176 Payment and Freelance questions] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=122504 Info: going rate for 1,500 tri model+texture] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=75101 Freelance rates query] Polycount Forum thread&lt;br /&gt;
* [http://www.katsbits.com/articles/how-much-should-i-charge-for-freelance-3d-modeling-work.php How much should I charge for freelance 3D modeling work?] article on [[KatsBits]].com with advice and sample rates.&lt;br /&gt;
* [http://freelanceswitch.com/rates/ FreelanceSwitch Hourly Rate Calculator]&lt;br /&gt;
&lt;br /&gt;
The following numbers are averages, [http://www.polycount.com/forum/showthread.php?t=122504 posted] by Polycount members. All numbers are in USD unless stated otherwise.&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;
|  '''Freelancer Type''' &lt;br /&gt;
|  '''US Day Rate''' &lt;br /&gt;
|  '''US Hourly ''' &lt;br /&gt;
|  '''Overseas Day Rate''' &lt;br /&gt;
|  '''Overseas Hourly''' &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;| Individual contractor &lt;br /&gt;
|  $300/day [[#IndividualContractor|*]] &lt;br /&gt;
|  $37.50/hr [[#IndividualContractor|*]] &lt;br /&gt;
|  $250 - 375/day &lt;br /&gt;
|  $31.25 - 47/hr &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;| Low-end art studio &lt;br /&gt;
|  $350/day &lt;br /&gt;
|  $43.75/hr &lt;br /&gt;
|  $140 - 180/day &lt;br /&gt;
|  $17.50 - 22.50/hr &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;| Average art studio &lt;br /&gt;
|  $500/day &lt;br /&gt;
|  $62.50/hr &lt;br /&gt;
|  $200/day &lt;br /&gt;
|  $25/hr &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;#000000&amp;gt;| High-end art studio &lt;br /&gt;
|  $800/day [[#HighEndArtStudio|**]] &lt;br /&gt;
|  $100/hr [[#HighEndArtStudio|**]] &lt;br /&gt;
|  $300/day &lt;br /&gt;
|  $37.50/hr &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Individual contractors in the US range from $275 - 500/day ($34.50 - 62.50/hr) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;These rates are for rare high-end boutique studios.&lt;br /&gt;
&lt;br /&gt;
== Time Estimates ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=151118 Question for Character Artists] Polycount Forum thread, how much time to create a AAA character?&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=122504 Info: going rate for 1,500 tri model+texture] Polycount Forum thread, excerpts below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border-style:dotted;border-color:black;&amp;quot;&amp;gt;&lt;br /&gt;
In my experience outsourcing current-gen characters, the average time for developing one from a concept to final and ready to rig is about 4 to 6 weeks. I usually see it broken down something like this:&lt;br /&gt;
* base mesh: 5 days&lt;br /&gt;
* sculpt: 11 days&lt;br /&gt;
* game res mesh + UVs: 5 days&lt;br /&gt;
* textures: 12 days&lt;br /&gt;
&lt;br /&gt;
It can go faster or slower depending on the artist and the specs, but on average that's how it usually shakes out.&lt;br /&gt;
That's average Hero character spec when I outsource with a studio. That's also about how long it took for the badass character dudes at Vigil for most creatures. Individual contract artists tend to be a lot faster, though, in my experience.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/member.php?u=14112 Jon Jones]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border-style:dotted;border-color:black;&amp;quot;&amp;gt;&lt;br /&gt;
I usually get about 20 Business days which is about 4 weeks in studio.&lt;br /&gt;
* 2-3 days in Basemesh + Props (Assets Base)&lt;br /&gt;
* 8 days sculpting and detailing + hitting likeness etc&lt;br /&gt;
* 2 days retoppo and building game res mesh&lt;br /&gt;
* ~2 Days Baking Maps&lt;br /&gt;
* 5 days Texturing&lt;br /&gt;
of course those numbers are just approximates... since some things go faster or slower depending on the complexity...&lt;br /&gt;
i should add that's the time estimate on a 12k average complex character...&lt;br /&gt;
heroes and boss monsters and more complex characters get more time of course...&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/member.php?u=49339 DanBe]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border-style:dotted;border-color:black;&amp;quot;&amp;gt;&lt;br /&gt;
lol,I rarely get more than 2 weeks( 10 working days) to base mesh/zbrush/retopo and texturing.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/member.php?u=13759 Ruz], [http://www.polycount.com/forum/member.php?u=14133 almighty_gir]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border-style:dotted;border-color:black;&amp;quot;&amp;gt;&lt;br /&gt;
I'll keep it rough, but all current- and next-gen stuff I've been working on breaks down about like this... for only the modeling to final texture phase:&lt;br /&gt;
* characters are 4 - 6 weeks (sometimes)&lt;br /&gt;
* vehicles with interiors are 4 - 8 weeks&lt;br /&gt;
* third person weapons are about 2 - 3 weeks&lt;br /&gt;
* I haven't done first-person weapons but realistically I'd guess 3 - 4 weeks.&lt;br /&gt;
And when I count weeks, I mean a five-day, 40-hour workweek. And I'm at the point now where I'm seeing characters and vehicles as being a nearly equal amount of effort.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/member.php?u=14112 Jon Jones]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border-style:dotted;border-color:black;&amp;quot;&amp;gt;&lt;br /&gt;
20days and up would be one mighty complex character, though &amp;quot;nextgen&amp;quot; (as in ps4 xbone) realistic characters can ge quite complex pretty easy and usually start at around 3 working weeks (15 days).&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/member.php?u=17409 Neox]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Selling Assets ==&lt;br /&gt;
There are alternatives to freelancing directly for clients. You can sell assets via online stores, which can offer an alternative income stream.&lt;br /&gt;
&lt;br /&gt;
*[http://www.polycount.com/forum/showthread.php?t=155840 Guide for doing well making stock game assets?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=152944 Workshop/Asset Store creators: How do you decide what to make?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=152542 Single sale assets as a business model?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=152246 Artist's Rights Matter] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=151944 Steam Workshop now supports paid mod creations] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/forumdisplay.php?f=72 User Generated Content] Polycount Sub-Forum&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=100016 Dota 2 - Workshop Thread] Polycount Forum thread&lt;br /&gt;
&lt;br /&gt;
== Invoicing ==&lt;br /&gt;
* [http://polycount.com/discussion/188013/freelance-rates-and-budgeting-tool Freelance Rates and Budgeting Tool] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/172045/how-do-you-deal-with-a-client-that-doesnt-pay/p1 How do you deal with a client that doesn't pay?] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/167865/freelance-work-hassles Freelance work hassles] Polycount Forum thread, solutions for dealing with endless change orders.&lt;br /&gt;
* [http://polycount.com/discussion/151468 Screwed over by client, what to do?] Polycount Forum thread, advice for non-paying clients.&lt;br /&gt;
* [http://polycount.com/discussion/134384 Questions to freelancers about &amp;quot;flat fee&amp;quot;] Polycount Forum thread, suggestions for getting partial payment up front.&lt;br /&gt;
&lt;br /&gt;
Advice from [http://polycount.com/discussion/comment/1772256#Comment_1772256 Ben &amp;quot;poopinmymouth&amp;quot; Mathis] from [http://polycount.com/discussion/116539/paid-spiral-recruitment-thread-work-with-dinosaurs Spiral - Recruitment Thread]:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Let me lay out how I work with first time clients.&lt;br /&gt;
&lt;br /&gt;
* First, we agree on what will be done, any technical requirements, concepts made clear, triangle count, blah blah.&lt;br /&gt;
* Next we agree on a fee and what exactly will be delivered and by what date, and how revisions are charged.&lt;br /&gt;
* Next, I require 50% up front before I start working, by international money transfer, not paypal.&lt;br /&gt;
* I turn in jpegs or gifs of progress at regular stages so feedback can be provided in a timely manner. When the work is complete and both parties agree, I am paid the remaining 50% before I upload the 3d format and textures. Till this point they have seen only see jpegs.&lt;br /&gt;
&lt;br /&gt;
Here is why this works. I would never have made the 3d asset without this client wanting it. I cannot do anything with the 3d asset when I am done, I cannot pay rent with it, I cannot sell it to someone else, and I might not even have enjoyed the process. The corollary, is the dollars/yen/euro the client is going to pay me, can easily be used elsewhere. This makes the exchange rather one sided in terms of leverage since once the work is done they have no reason to pay if they are not on the up and up. Once I have established a working relationship with a client, I can work with invoices, regular payment schedules, etc, but the first time I work with someone new, no matter big or small, I require this payment setup, and if they aren´t willing to work with it, I have to politely decline. This is to protect myself from doing work, and not getting paid. To date not a single client has had a problem with it, and I have worked remotely for many companies of various sizes.&lt;br /&gt;
&lt;br /&gt;
Most experienced freelancers that I know work in a similar manner. If you have no portfolio, and no experience, you might not have the leverage to work this way, but after the first time you are burned by non-payment, you will come with a method to protect yourself.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Payment ==&lt;br /&gt;
&lt;br /&gt;
Freelance game artists typically use one of these methods to be paid by international clients:&lt;br /&gt;
* Direct wire transfer - A few banks offer it free, but many banks charge up to $60 USD per transfer. Corporate clients mostly use this method to pay.&lt;br /&gt;
* PayPal - 2.9% fee plus $.30 USD. [https://salecalc.com/paypal Paypal Fee Calculator]. Small companies and individuals tend to use this payment method.&lt;br /&gt;
* Personal check - no fees, least secure method, sent via traditional mail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other options are available, but they're expensive or annoying to use:&lt;br /&gt;
* [http://bitcoin.stackexchange.com/questions/25583/does-it-make-sense-to-use-bitcoin-to-transfer-money-to-yourself-internationally Bitcoin] (fee varies) Seems to require a series of manual inputs at &amp;gt;20 minute intervals.&lt;br /&gt;
* [https://www.coinpip.com/ CoinPip] 2% fee (1% for Premier Customers); No minimums, no forex charges&lt;br /&gt;
* [https://www.elance.com/q/how-it-works Elance] (8.75% fee)&lt;br /&gt;
* [https://www.google.com/wallet/faq.html#tab=faq-fees Google Wallet] (2.9% fee)&lt;br /&gt;
* [https://www.payoneer.com/Professionals-freelancers.aspx Payoneer] (1% fee, plus 2 - 2.75% conversion fee)&lt;br /&gt;
* [https://www.skrill.com/en/personal/fees/ Skrill] (3% - 5% fee)&lt;br /&gt;
* [https://www.upwork.com/i/howitworks/freelancer/ Upwork] (10% fee)&lt;br /&gt;
&lt;br /&gt;
== Legal &amp;amp; Taxes ==&lt;br /&gt;
&lt;br /&gt;
* [http://docontract.com/ contract( )] (pronounced 'do contract') generates free, plain English agreements for and between game developers. See the article [http://www.gamesindustry.biz/articles/2015-03-13-taking-the-fear-out-of-contracts Taking the fear out of contracts] on gamesindustry.biz.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=124715 Freelancing - worth creating an LLC to protect yourself? Any disadvantages?] Polycount Forum thread, info about taxes and liability.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=46742 Freelancing Help USA] Polycount Forum thread, info about taxes.&lt;br /&gt;
* [http://www.graphicartistsguild.org/handbook/ Graphic Artists Guild Handbook: Pricing &amp;amp; Ethical Guidelines] is an excellent resource for freelancers (and salarymen too). Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!&lt;br /&gt;
* [http://www.smashingmagazine.com/2012/08/15/free-download-useful-legal-documents-for-designers-pdf/ Useful Legal Documents For Designers (PDF/DOC)] free example contracts you can customize to your needs. Non-disclosure agreement, work for hire, illustration, web design, intellectual property, etc.&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[Game Industry]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:GameIndustry]] [[Category:Information]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Environment_Reference</id>
		<title>Environment Reference</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Environment_Reference"/>
				<updated>2017-06-13T12:59:25Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reference imagery for environments.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=83455 Real world environment art inspiration] Polycount forum thread.&lt;br /&gt;
* [http://www.spiritofbaraka.com/baraka0007 spiritofbaraka.com] Photographs from Baraka, Koyaanisqatsi, and other non-verbal films. Mostly third-world and landscape.&lt;br /&gt;
* [http://www.ukexpert.co.uk/photopost/index.php ukexpert.co.uk] Photographs from around the world, wide range of subjects. Organized by location and subject, searchable.&lt;br /&gt;
* [http://www.photosig.com/go/photos/browsecategories?typeId=1 photosig.com] Photographs from around the world, wide range of subjects. Organized by subject, searchable.&lt;br /&gt;
* [http://www.thecoolhunter.net/ The Cool Hunter] Photographs of the latest in cool Design.&lt;br /&gt;
* http://www.trekearth.com/ Photographs from all around the world. Organized by locations, searchable.&lt;br /&gt;
* [http://www.patterninislamicart.com/ Islamic Patterns] Islamic ornamentation patterns.&lt;br /&gt;
== Man-Made ==&lt;br /&gt;
=== Architecture Exterior ===&lt;br /&gt;
* [http://www.nbptpreservationtrust.org/newburyportarchitecture Newburyport: A Showplace of Early American Domestic Architecture]&lt;br /&gt;
* [http://www.imageafter.com/category.php?category=architecture_exteriors imageafter.com/architecture_exteriors], searchable.&lt;br /&gt;
* Mayang.com: [http://www.mayang.com/textures/Buildings/html/Modern%20Commercial%20Buildings/index.html Modern Commercial], [http://www.mayang.com/textures/Buildings/html/Old%20Commercial%20Buildings/index.html Old Commercial], [http://www.mayang.com/textures/Buildings/html/Modern%20Residential%20Buildings/index.html Modern Residential], [http://www.mayang.com/textures/Buildings/html/Old%20Residential%20Buildings/index.html Old Residential], [http://www.mayang.com/textures/Buildings/html/Religious%20Civic%20Ornamental%20Buildings/index.html Religious/Civic/Ornamental].&lt;br /&gt;
* [http://www.greatbuildings.com/gbc.html greatbuildings.com] Buildings from around the world, searchable. Photographs, blueprints, and some 3D models (3dmf format). &lt;br /&gt;
* [http://www.locationworks.com/library/codes.html locationworks.com] Location scout photography in the UK, nicely organized, searchable.&lt;br /&gt;
* [http://www.design-house.com/ design-house.com] Blueprints &amp;amp; elevation renderings of residential houses, searchable.&lt;br /&gt;
* [http://forum.skyscraperpage.com/ forum.skyscraperpage.com] Diagrams and photos of skyscrapers around the world and other city architecture, searchable.&lt;br /&gt;
* http://www.greatbuildings.com/buildings.html Buildings with photographic images, architectural drawings, discussion, bibliography, architect info, and live 3D walkthrough computer models.&lt;br /&gt;
&lt;br /&gt;
=== Architecture Interior ===&lt;br /&gt;
* [http://www.imageafter.com/category.php?category=architecture_interiors imageafter.com/architecture_interiors], searchable.&lt;br /&gt;
* [http://www.locationworks.com/library/codes.html locationworks.com] Location scout photography in the UK, nicely organized, searchable.&lt;br /&gt;
* [https://www.pinterest.com/RN_Pinterest/theatre-sets/ Theatre-Sets] Pinterest collection of theatre set photos from the portfolios of scenic and lighting designers.&lt;br /&gt;
* [http://substormflow.com/location/manchester/ substormflow.com] Photography of underground drains and sewage systems of Manchester and other places.&lt;br /&gt;
&lt;br /&gt;
=== Ruins and Decay ===&lt;br /&gt;
* [http://www.opacity.us/ opacity.us] Urban ruins, searchable.&lt;br /&gt;
* [http://www.undergroundozarks.com/8thstreet.html undergroundozarks.com] Urban ruins, in the Ozarks area.&lt;br /&gt;
* [http://www.oboylephoto.com/ruins/index.htm oboylephoto.com/ruins] Urban ruins, in black and white.&lt;br /&gt;
* http://www.abandoned.ru/ Abandon buildings and areas, mainly in Russia.&lt;br /&gt;
* http://www.derelictplaces.co.uk/ Derelict buildings and locations, forum.&lt;br /&gt;
&lt;br /&gt;
== Natural ==&lt;br /&gt;
* http://http://webmineral.com/specimens/index.php/ Minerals(rocks)&lt;br /&gt;
=== Desert ===&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
=== Mountainous ===&lt;br /&gt;
&lt;br /&gt;
=== Shoreline ===&lt;br /&gt;
&lt;br /&gt;
=== Skies ===&lt;br /&gt;
&lt;br /&gt;
=== Water ===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Reference]] [[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Environment_Reference</id>
		<title>Environment Reference</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Environment_Reference"/>
				<updated>2017-06-13T12:57:28Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: /* Architecture Interior */ Added 'Manchester Sewers' the list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reference imagery for environments.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=83455 Real world environment art inspiration] Polycount forum thread.&lt;br /&gt;
* [http://www.spiritofbaraka.com/baraka0007 spiritofbaraka.com] Photographs from Baraka, Koyaanisqatsi, and other non-verbal films. Mostly third-world and landscape.&lt;br /&gt;
* [http://www.ukexpert.co.uk/photopost/index.php ukexpert.co.uk] Photographs from around the world, wide range of subjects. Organized by location and subject, searchable.&lt;br /&gt;
* [http://www.photosig.com/go/photos/browsecategories?typeId=1 photosig.com] Photographs from around the world, wide range of subjects. Organized by subject, searchable.&lt;br /&gt;
* [http://www.thecoolhunter.net/ The Cool Hunter] Photographs of the latest in cool Design.&lt;br /&gt;
* http://www.trekearth.com/ Photographs from all around the world. Organized by locations, searchable.&lt;br /&gt;
* [http://www.patterninislamicart.com/ Islamic Patterns] Islamic ornamentation patterns.&lt;br /&gt;
== Man-Made ==&lt;br /&gt;
=== Architecture Exterior ===&lt;br /&gt;
* [http://www.nbptpreservationtrust.org/newburyportarchitecture Newburyport: A Showplace of Early American Domestic Architecture]&lt;br /&gt;
* [http://www.imageafter.com/category.php?category=architecture_exteriors imageafter.com/architecture_exteriors], searchable.&lt;br /&gt;
* Mayang.com: [http://www.mayang.com/textures/Buildings/html/Modern%20Commercial%20Buildings/index.html Modern Commercial], [http://www.mayang.com/textures/Buildings/html/Old%20Commercial%20Buildings/index.html Old Commercial], [http://www.mayang.com/textures/Buildings/html/Modern%20Residential%20Buildings/index.html Modern Residential], [http://www.mayang.com/textures/Buildings/html/Old%20Residential%20Buildings/index.html Old Residential], [http://www.mayang.com/textures/Buildings/html/Religious%20Civic%20Ornamental%20Buildings/index.html Religious/Civic/Ornamental].&lt;br /&gt;
* [http://www.greatbuildings.com/gbc.html greatbuildings.com] Buildings from around the world, searchable. Photographs, blueprints, and some 3D models (3dmf format). &lt;br /&gt;
* [http://www.locationworks.com/library/codes.html locationworks.com] Location scout photography in the UK, nicely organized, searchable.&lt;br /&gt;
* [http://www.design-house.com/ design-house.com] Blueprints &amp;amp; elevation renderings of residential houses, searchable.&lt;br /&gt;
* [http://forum.skyscraperpage.com/ forum.skyscraperpage.com] Diagrams and photos of skyscrapers around the world and other city architecture, searchable.&lt;br /&gt;
* http://www.greatbuildings.com/buildings.html Buildings with photographic images, architectural drawings, discussion, bibliography, architect info, and live 3D walkthrough computer models.&lt;br /&gt;
&lt;br /&gt;
=== Architecture Interior ===&lt;br /&gt;
* [http://www.imageafter.com/category.php?category=architecture_interiors imageafter.com/architecture_interiors], searchable.&lt;br /&gt;
* [http://www.locationworks.com/library/codes.html locationworks.com] Location scout photography in the UK, nicely organized, searchable.&lt;br /&gt;
* [https://www.pinterest.com/RN_Pinterest/theatre-sets/ Theatre-Sets] Pinterest collection of theatre set photos from the portfolios of scenic and lighting designers.&lt;br /&gt;
* [http://substormflow.com/location/manchester/] Photography of underground drains and sewage systems of Manchester.&lt;br /&gt;
&lt;br /&gt;
=== Ruins and Decay ===&lt;br /&gt;
* [http://www.opacity.us/ opacity.us] Urban ruins, searchable.&lt;br /&gt;
* [http://www.undergroundozarks.com/8thstreet.html undergroundozarks.com] Urban ruins, in the Ozarks area.&lt;br /&gt;
* [http://www.oboylephoto.com/ruins/index.htm oboylephoto.com/ruins] Urban ruins, in black and white.&lt;br /&gt;
* http://www.abandoned.ru/ Abandon buildings and areas, mainly in Russia.&lt;br /&gt;
* http://www.derelictplaces.co.uk/ Derelict buildings and locations, forum.&lt;br /&gt;
&lt;br /&gt;
== Natural ==&lt;br /&gt;
* http://http://webmineral.com/specimens/index.php/ Minerals(rocks)&lt;br /&gt;
=== Desert ===&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
=== Mountainous ===&lt;br /&gt;
&lt;br /&gt;
=== Shoreline ===&lt;br /&gt;
&lt;br /&gt;
=== Skies ===&lt;br /&gt;
&lt;br /&gt;
=== Water ===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Reference]] [[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Environment_Reference</id>
		<title>Environment Reference</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Environment_Reference"/>
				<updated>2017-02-06T06:11:56Z</updated>
		
		<summary type="html">&lt;p&gt;RafaelNavega: /* Architecture Interior */ Added an item to the list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reference imagery for environments.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=83455 Real world environment art inspiration] Polycount forum thread.&lt;br /&gt;
* [http://www.spiritofbaraka.com/baraka0007 spiritofbaraka.com] Photographs from Baraka, Koyaanisqatsi, and other non-verbal films. Mostly third-world and landscape.&lt;br /&gt;
* [http://www.ukexpert.co.uk/photopost/index.php ukexpert.co.uk] Photographs from around the world, wide range of subjects. Organized by location and subject, searchable.&lt;br /&gt;
* [http://www.photosig.com/go/photos/browsecategories?typeId=1 photosig.com] Photographs from around the world, wide range of subjects. Organized by subject, searchable.&lt;br /&gt;
* [http://www.thecoolhunter.net/ The Cool Hunter] Photographs of the latest in cool Design.&lt;br /&gt;
* http://www.trekearth.com/ Photographs from all around the world. Organized by locations, searchable.&lt;br /&gt;
* [http://www.patterninislamicart.com/ Islamic Patterns] Islamic ornamentation patterns.&lt;br /&gt;
== Man-Made ==&lt;br /&gt;
=== Architecture Exterior ===&lt;br /&gt;
* [http://www.nbptpreservationtrust.org/newburyportarchitecture Newburyport: A Showplace of Early American Domestic Architecture]&lt;br /&gt;
* [http://www.imageafter.com/category.php?category=architecture_exteriors imageafter.com/architecture_exteriors], searchable.&lt;br /&gt;
* Mayang.com: [http://www.mayang.com/textures/Buildings/html/Modern%20Commercial%20Buildings/index.html Modern Commercial], [http://www.mayang.com/textures/Buildings/html/Old%20Commercial%20Buildings/index.html Old Commercial], [http://www.mayang.com/textures/Buildings/html/Modern%20Residential%20Buildings/index.html Modern Residential], [http://www.mayang.com/textures/Buildings/html/Old%20Residential%20Buildings/index.html Old Residential], [http://www.mayang.com/textures/Buildings/html/Religious%20Civic%20Ornamental%20Buildings/index.html Religious/Civic/Ornamental].&lt;br /&gt;
* [http://www.greatbuildings.com/gbc.html greatbuildings.com] Buildings from around the world, searchable. Photographs, blueprints, and some 3D models (3dmf format). &lt;br /&gt;
* [http://www.locationworks.com/library/codes.html locationworks.com] Location scout photography in the UK, nicely organized, searchable.&lt;br /&gt;
* [http://www.design-house.com/ design-house.com] Blueprints &amp;amp; elevation renderings of residential houses, searchable.&lt;br /&gt;
* [http://forum.skyscraperpage.com/ forum.skyscraperpage.com] Diagrams and photos of skyscrapers around the world and other city architecture, searchable.&lt;br /&gt;
* http://www.greatbuildings.com/buildings.html Buildings with photographic images, architectural drawings, discussion, bibliography, architect info, and live 3D walkthrough computer models.&lt;br /&gt;
&lt;br /&gt;
=== Architecture Interior ===&lt;br /&gt;
* [http://www.imageafter.com/category.php?category=architecture_interiors imageafter.com/architecture_interiors], searchable.&lt;br /&gt;
* [http://www.locationworks.com/library/codes.html locationworks.com] Location scout photography in the UK, nicely organized, searchable.&lt;br /&gt;
* [https://www.pinterest.com/RN_Pinterest/theatre-sets/ Theatre-Sets] Pinterest collection of theatre set photos from the portfolios of scenic and lighting designers.&lt;br /&gt;
&lt;br /&gt;
=== Ruins and Decay ===&lt;br /&gt;
* [http://www.opacity.us/ opacity.us] Urban ruins, searchable.&lt;br /&gt;
* [http://www.undergroundozarks.com/8thstreet.html undergroundozarks.com] Urban ruins, in the Ozarks area.&lt;br /&gt;
* [http://www.oboylephoto.com/ruins/index.htm oboylephoto.com/ruins] Urban ruins, in black and white.&lt;br /&gt;
* http://www.abandoned.ru/ Abandon buildings and areas, mainly in Russia.&lt;br /&gt;
* http://www.derelictplaces.co.uk/ Derelict buildings and locations, forum.&lt;br /&gt;
&lt;br /&gt;
== Natural ==&lt;br /&gt;
* http://http://webmineral.com/specimens/index.php/ Minerals(rocks)&lt;br /&gt;
=== Desert ===&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
=== Mountainous ===&lt;br /&gt;
&lt;br /&gt;
=== Shoreline ===&lt;br /&gt;
&lt;br /&gt;
=== Skies ===&lt;br /&gt;
&lt;br /&gt;
=== Water ===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Reference]] [[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>RafaelNavega</name></author>	</entry>

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