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	<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>2017-06-26T06:21:37Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Hair Technique Links */&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 [[TranparencyMap#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>SamHatami</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>2017-06-26T06:21:26Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Hair Technique Links */&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 [ttps://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 [[TranparencyMap#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>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Character_Modeling</id>
		<title>Character Modeling</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Character_Modeling"/>
				<updated>2017-05-17T06:17:21Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Character Modeling Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To model high-resolution characters, there are two common methods. These can be used independently, and they can also be used together. Each has its own strengths and weaknesses.&lt;br /&gt;
# [[Subdivision Surface Modeling]]&lt;br /&gt;
# [[CharacterSculpting|Digital Sculpting]]&lt;br /&gt;
&lt;br /&gt;
To model a lower-resolution in-game model, modeling can be started from a geometric primitive (sometimes called box modeling) or it can be simplified from a high-resolution model ([[ReTopologyModeling]]).&lt;br /&gt;
&lt;br /&gt;
If a high-resolution model is made, it can be converted into textures for the lower-resolution in-game model, using a process called [[Texture Baking]].&lt;br /&gt;
&lt;br /&gt;
== Character Modeling Tutorials ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=93526 Modular Character Models, Any Advice?] - Polycount forum thread&lt;br /&gt;
* [[SkankerzeroModularCharacterSystem]] - By [http://www.skankerzero.com/ Jesse 'skankerzero' Sosa]&lt;br /&gt;
* [[Roguedevelopmentdiary]] - By [http://crazyferretstudios.com Lee 'almighty_gir' Devonald]&lt;br /&gt;
* Dominance War IV: Pandicarus [http://www.squirrelyjones.com/public/model.pdf model], [http://www.squirrelyjones.com/public/fur.pdf fur], [http://www.squirrelyjones.com/public/feathers.pdf feathers] - by [http://www.squirrelyjones.com Mike 'Squirrely Jones' Voeller] &lt;br /&gt;
* Dominance War IV: N0X [http://vimeo.com/5738519 video 1], [http://vimeo.com/5734031 video 2] - by [http://slipgatecentral.cghub.com/ Vadim 'Slipgatecentral' Bakhlychev]&lt;br /&gt;
* [http://artofluis.com/tutorials/character-creation-for-videogames/ Character Creation for Videogames] - by [http://artofluis.com Luis 'CastorPT' Antonio]&lt;br /&gt;
* [http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp Modeling Joan of Arc] by [http://mroger.net/ Michel Roger]&lt;br /&gt;
* [http://polycount.com/discussion/comment/2546404#Comment_2546404/ Blacksmith: Real Time] General character modeling break downs by [http://rodrigopixel.com.br/ Rodrigo Goncalves]&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[Animation#Rigging]]&lt;br /&gt;
* [[Anatomy Reference]]&lt;br /&gt;
* [[BaseMesh]]&lt;br /&gt;
* [[CharacterSculpting]]&lt;br /&gt;
* [[Polygon Count]]&lt;br /&gt;
* [[ReTopologyModeling]]&lt;br /&gt;
* [[Subdivision Surface Modeling]]&lt;br /&gt;
* [[Topology]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Character]] [[Category:CharacterModeling]] [[Category:Topology]]&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Concept</id>
		<title>Concept</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Concept"/>
				<updated>2016-03-09T10:11:45Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;About making concept art for games.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Image Reference ==&lt;br /&gt;
* [[Reference]] = photo reference&lt;br /&gt;
* [[Concept Reference]] = concept art examples &lt;br /&gt;
&lt;br /&gt;
== To Be Added ==&lt;br /&gt;
These sub-categories will be added when we have content for them:&lt;br /&gt;
* [[Mechanical Concepts]]&lt;br /&gt;
* [[User Interface Concepts]] &lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
http://howtonotsuckatgamedesign.com/2014/02/lets-get-real-concept-art/&lt;br /&gt;
&lt;br /&gt;
http://howtonotsuckatgamedesign.com/tags/concept-art-smarts/&lt;br /&gt;
&lt;br /&gt;
http://www.autodestruct.com/thumbwar.htm&lt;br /&gt;
&lt;br /&gt;
https://forums.robertsspaceindustries.com/discussion/62768/concept-art-process-tutorial-how-to-create-hawt-ship-designs&lt;br /&gt;
&lt;br /&gt;
== Concept Art Fundamentals ==&lt;br /&gt;
*[[Concept Fundamentals]]&lt;br /&gt;
----&lt;br /&gt;
[[Category:Discipline]] [[Category:Concept]]&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Concept</id>
		<title>Concept</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Concept"/>
				<updated>2016-03-09T10:09:43Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;About making concept art for games.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Image Reference ==&lt;br /&gt;
* [[Reference]] = photo reference&lt;br /&gt;
* [[Concept Reference]] = concept art examples &lt;br /&gt;
&lt;br /&gt;
== To Be Added ==&lt;br /&gt;
These sub-categories will be added when we have content for them:&lt;br /&gt;
* [[Mechanical Concepts]]&lt;br /&gt;
* [[User Interface Concepts]] &lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
http://www.autodestruct.com/thumbwar.htm&lt;br /&gt;
&lt;br /&gt;
https://forums.robertsspaceindustries.com/discussion/62768/concept-art-process-tutorial-how-to-create-hawt-ship-designs&lt;br /&gt;
&lt;br /&gt;
http://howtonotsuckatgamedesign.com/2014/02/lets-get-real-concept-art/&lt;br /&gt;
&lt;br /&gt;
== Concept Art Fundamentals ==&lt;br /&gt;
*[[Concept Fundamentals]]&lt;br /&gt;
----&lt;br /&gt;
[[Category:Discipline]] [[Category:Concept]]&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Concept</id>
		<title>Concept</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Concept"/>
				<updated>2016-03-09T10:06:24Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;About making concept art for games.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Image Reference ==&lt;br /&gt;
* [[Reference]] = photo reference&lt;br /&gt;
* [[Concept Reference]] = concept art examples &lt;br /&gt;
&lt;br /&gt;
== To Be Added ==&lt;br /&gt;
These sub-categories will be added when we have content for them:&lt;br /&gt;
* [[Mechanical Concepts]]&lt;br /&gt;
* [[User Interface Concepts]] &lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
http://www.autodestruct.com/thumbwar.htm&lt;br /&gt;
&lt;br /&gt;
https://forums.robertsspaceindustries.com/discussion/62768/concept-art-process-tutorial-how-to-create-hawt-ship-designs&lt;br /&gt;
&lt;br /&gt;
== Concept Art Fundamentals ==&lt;br /&gt;
*[[Concept Fundamentals]]&lt;br /&gt;
----&lt;br /&gt;
[[Category:Discipline]] [[Category:Concept]]&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling</id>
		<title>Subdivision Surface Modeling</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling"/>
				<updated>2016-03-09T09:43:05Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Hard Surfaces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is a modeling technique for making high-poly hard-surface models, by manipulating a lower-resolution &amp;quot;cage&amp;quot; model and using software to subdivide for a smoother surface.&lt;br /&gt;
&lt;br /&gt;
For game artists, &amp;quot;high-poly hard-surface&amp;quot; usually means creating mechanical/constructed models, which are used to bake into [[Normal Maps]] and other [[:Category:TextureTypes|types of textures]], which are in turn used on lower-resolution game-friendly models.&lt;br /&gt;
&lt;br /&gt;
Subdivision surfaces can also be used for organic shapes.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[SmoothingGroups]]. The term &amp;quot;box modeling&amp;quot; can be used, though this applies only to the cage modeling process, not to the subdivision part. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Subdivision Methods ==&lt;br /&gt;
&lt;br /&gt;
There are many ways to subdivide models. 3ds Max uses mostly the Meshsmooth or Turbosmooth modifiers, while Maya uses mostly the Smooth Mesh Preview (3 key) or Subdiv Proxy. &lt;br /&gt;
&lt;br /&gt;
Beware: Maya's &amp;quot;Subdivision Surface&amp;quot; system is a specialized case which allows different subdivision levels in different areas; this is different from most other modeling tools which divide the whole model instead. &lt;br /&gt;
&lt;br /&gt;
3ds Max and Maya also support edge creasing, which adjusts the subdivision tension on specific edges, creating degrees of edge &amp;quot;hardness&amp;quot;. These crease weights typically only work within the original modeling software and are not exportable. &lt;br /&gt;
&lt;br /&gt;
Models made for games are often exported to work with multiple modeling and baking tools... trying to export a model with creases or local subdivisions may not retain the original modeler's intent. Many tools now support Pixar's [http://graphics.pixar.com/opensubdiv OpenSubdiv library] which may help solve this issue. However the full modeling pipeline should be tested early, to avoid costly errors later on.&lt;br /&gt;
&lt;br /&gt;
== Primers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_subdsurfacesoverview.png]]&lt;br /&gt;
[http://www.youtube.com/watch?v=ckOTl2GcS-E Subdivision Surfaces: Overview] video from [http://www.guerrillacg.org/about The GuerrillaCG Project]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_subdtopologyartifacts.png]]&lt;br /&gt;
[http://www.youtube.com/watch?v=k_S1INdEmdI Subdivision Topology Artifacts] video from [http://www.guerrillacg.org/about The GuerrillaCG Project]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_opensubdiv.png]]&lt;br /&gt;
[http://graphics.pixar.com/opensubdiv/docs/mod_notes.html OpenSubdiv - Modeling Tips] by [http://graphics.pixar.com/ Pixar].&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_inorganicfundamentals1.png]]&lt;br /&gt;
[http://vimeo.com/10941211 Hard Surface Fundamentals] for 3ds Max by [http://digitalapprentice.net/ Grant 'sathe' Warwick]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_tecnicasmodelado.png]]&lt;br /&gt;
[http://www.etereaestudios.com/training_img/subd_tips/index.htm Técnicas modelado por subdivisión] by [http://www.etereaestudios.com/ Cristóbal Vila] ([http://translate.googleusercontent.com/translate_c?hl=en&amp;amp;sl=es&amp;amp;tl=en&amp;amp;u=http://www.etereaestudios.com/training_img/subd_tips/index.htm English translation by Google]) &lt;br /&gt;
&lt;br /&gt;
[[Image:subd_subdmodelingprimer.png]]&lt;br /&gt;
[http://www.blendernewbies.com/tools/subdivisionmodeling/subd_PRIMER/page1.html Sub-Division Primer] from [http://www.subdivisionmodeling.com/ Subdivisionmodeling.com]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_gotwires.png]]&lt;br /&gt;
[http://pushingpoints.com/v2/got-wires/ gotwires] Got Wires is all about Subdivision Modeling: Video Tutorials, Sub-D Wires and Modeling Resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_wikipedia.png]]&lt;br /&gt;
[http://en.wikipedia.org/wiki/Subdivision_surface Subdivision surface - Wikipedia] has good technical info about sub-d.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_perna.png]]&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=134116 Shared: My Technical Talk content] by [http://www.3pointstudios.com Per 'Perna' Abrahamsen].&lt;br /&gt;
&lt;br /&gt;
== Hard Surfaces ==&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_SimonFuchs.jpg|120px]][https://gumroad.com/simonfuchs Basic Hardsurface Tutorials By Simon Fuchs.]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_howumodeldemshapes.png]]&lt;br /&gt;
[http://boards.polycount.net/showthread.php?t=56014 FAQ: How u model dem shapes? Hands-on mini-tuts for mechanical sub-d AKA ADD MORE GEO] from the [http://boards.polycount.net/ Polycount Boards]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_selwy.png]]&lt;br /&gt;
[http://www.selwy.com/2012/hard-surface-sculpting/ Hard Surface Sculpting – ZBrush] by Selwy&lt;br /&gt;
&lt;br /&gt;
[[File:subd_floatingpanelinglines.jpg|120px|middle]] Making paneling lines as a floater for 3ds Max by [http://boyluya.blogspot.com/ Ralphie 'boyluya' Agenar]. From the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?t=115361 Firefall - Hard surface Art Dump].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_probooleans.png]][http://www.polycount.com/forum/showthread.php?t=106272 Using ProBooleans in 3ds Max for sub-d modeling] Polycount forum thread.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_per1283dtutorials.png]]&lt;br /&gt;
[http://www.per128.com/pages_tutorials/index.html 3D Tutorials] from [http://www.per128.com/ Per Abrahamsen aka Per128]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_marcusaseth.png]][http://www.polycount.com/forum/showthread.php?t=86882 Minitutorials by Marcus Aseth] - by ''[http://www.polycount.com/forum/member.php?u=41030 Marcus Aseth]''. Modeling gun parts, etc. &lt;br /&gt;
&lt;br /&gt;
[[Image:subd_slipgatecentral.png]][http://www.youtube.com/watch?&amp;amp;v=epqUf2SI3kw hard surface modelling hints pt1] - by ''[http://slipgateworks.blogspot.com/ 'slipgatecentral']''. Creating floaters in Maya, short video tutorial. &lt;br /&gt;
&lt;br /&gt;
[[Image:subd_circularholes.png]]  &lt;br /&gt;
[http://www.etereaestudios.com/training_img/subd_tips/agujeros.htm How to create circular holes by subdivision] by [http://www.etereaestudios.com Etereae Studios] ([http://translate.google.com/translate?hl=en&amp;amp;sl=es&amp;amp;tl=en&amp;amp;u=http://www.etereaestudios.com/training_img/subd_tips/agujeros.htm translated into English] by Google)&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_blaizer.png]]  &lt;br /&gt;
[http://blog.whiteblaizer.com/tutorials/ Subdivision Tips – Hard Surface Modelling] by [http://blog.whiteblaizer.com/ Alberto 'Blaizer' Lozano] ([http://translate.google.com/translate?hl=en&amp;amp;sl=es&amp;amp;tl=en&amp;amp;u=http://blog.whiteblaizer.com/tutorials translated into English] by Google)&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_racer445scifiprop.png]]&lt;br /&gt;
[http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/project-workflow-creating-a-next-gen-sci-fi-prop-day-1/ Creating a Next-Gen Sci-Fi Prop] video tutorial by [http://racer445.com/ Evan 'racer445' Herbert]. Shows the &amp;quot;double smooth&amp;quot; modeling trick for 3ds Max: use smoothing groups to define hard edges, add a [[TurboSmooth]] modifier set to preserve smoothing groups, then another without on top.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_doublesmooth.png]]&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117488 Double Smooth] - by [http://www.poopinmymouth.com Ben 'poopinmymouth' Mathis]Video tutorial demonstrates the double-smooth technique for fast sub-d modeling.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_firehydrant.png]]&lt;br /&gt;
[http://cg.tutsplus.com/tutorials/3d-art/model-a-detailed-high-poly-fire-hydrant-in-3ds-max/ Model a Detailed High Poly Fire Hydrant in 3ds Max] - by ''[http://www.bentateonline.com Ben Tate]''&lt;br /&gt;
&lt;br /&gt;
[[Image:sculpt_philipkmetal.png]]  [http://www.philipk.net/tutorials/materials/metalmatte/metalmatte.html Matte Metal Tutorial] - by [http://www.philipk.net Philip 'Philipk' Klevestav]Modeling and texturing a sci-fi metal plate wall using 3ds Max and Photoshop. More modeling and texturing tutorials at http://www.philipk.net/tutorials.html.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_modelingbathroomtiles.png]] &lt;br /&gt;
[[ModelingBathroomTiles]] - by [http://www.valent.us okkun]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_modelinghipolyweaponsispainful.png]]  &lt;br /&gt;
[http://boards.polycount.net/showthread.php?t=37457 modeling hi poly weapons is painful, any tips?] from the [http://boards.polycount.net/ Polycount Boards]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_technicalhighpolyworkflow.png]]  &lt;br /&gt;
[http://boards.polycount.net/showthread.php?t=38222 Technical highpoly workflow tutorial and scripts] from the [http://boards.polycount.net/ Polycount Boards]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_chainmailneox.png]]  [http://boards.polycount.net/showpost.php?p=1115091&amp;amp;postcount=156 Modeling chainmail in 3ds Max] - by ''[http://polyphobia.de Steffen &amp;quot;Neox&amp;quot; Unger]''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;OS&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Organic Surfaces ==&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_makingofmoff.png]]&lt;br /&gt;
[http://www.daz-art.com/hi_poly_tut.htm The Making of Moff - High Polygon Realistic Character Creation] - by ''[http://www.daz-art.com/ Darren &amp;quot;Daz&amp;quot; Pattenden]''&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_shoelaces.png]]  &lt;br /&gt;
[http://boards.polycount.net/showthread.php?t=71189 Modeling shoe laces, boot laces... etc.] from the [http://boards.polycount.net/ Polycount Boards]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_digitalsculpturetechniques.png]][http://www.theminters.com/misc/articles/derived-surfaces/index.htm Digital Sculpture Techniques] by [http://cube.phlatt.net/home/spiraloid/ Bay Raitt] and [http://www.izware.com/ Greg Minter]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_thepole.png]][http://web.archive.org/web/20101231124113/http://www.subdivisionmodeling.com/forums/showthread.php?t=907 The Pole] from the [http://www.subdivisionmodeling.com/ Subdivisionmodeling.com] forum. Saved here: [[Media:SubdivisionModelingDotCom_The-Pole.pdf]] (10MB PDF)&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_thepolerevised.png]][http://web.archive.org/web/20110101013544/http://www.subdivisionmodeling.com/forums/showthread.php?t=8000 The Pole - Revised] from the [http://www.subdivisionmodeling.com/ Subdivisionmodeling.com] forum&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_thebody.png]][[Media:SubdivisionModelingDotCom_Topology-Body.pdf]] (1MB PDF) from the [http://www.subdivisionmodeling.com/ Subdivisionmodeling.com] forum.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_thehead.png]][[Media:SubdivisionModelingDotCom_Topology-Head.pdf]] (8MB PDF) from the [http://www.subdivisionmodeling.com/ Subdivisionmodeling.com] forum.&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
[[Image:Santos_Polygone-Table-Stage-2.png|512px|Image by Pedro Amaro Santos, http://oneupontherock.webege.com]]&lt;br /&gt;
[[Image:Santos_PolygonTableSketchA.png|512px|Image by Pedro Amaro Santos, http://oneupontherock.webege.com]]&lt;br /&gt;
[[Image:Santos_Polygon-Table_v04.png|512px|Image by Pedro Amaro Santos, http://oneupontherock.webege.com]]&lt;br /&gt;
[[Image:Santos_MovingPolesv01_web.png|512px|Image by Pedro Amaro Santos, http://oneupontherock.webege.com]]&lt;br /&gt;
[[Image:subdiv_stepdownguide.png|512px]]&lt;br /&gt;
[[Image:subdiv_roundinsets.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_tubes-oblastradiuso.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_transition.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_cylinder-extrusion.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_cylinder-extrusion3.png|512px]]&lt;br /&gt;
[[Image:subdiv_gunstock-racer445.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_bolt-insets.png|512px]]&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=56014 FAQ: How u model dem shapes? Hands-on mini-tuts for mechanical sub-d AKA ADD MORE GEO] Polycount forum thread.&lt;br /&gt;
* [[BaseMesh]]&lt;br /&gt;
* [[CharacterSculpting]]&lt;br /&gt;
* [[PolygonCount]]&lt;br /&gt;
* [[ReTopologyModeling]]&lt;br /&gt;
* [[Tools#Main_3D_Software_Packages|Tools]]&lt;br /&gt;
* [[Topology]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Character]] [[Category:CharacterModeling]] [[Category:Topology]] [[Category:Environment]] [[Category:EnvironmentModeling]] [[Category:PropsModeling]]&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Prop_Modeling</id>
		<title>Prop Modeling</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Prop_Modeling"/>
				<updated>2016-03-09T09:42:11Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Modeling Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Props are environment models which are usually static in a game, or else used for simple interactions (throwable, destroyable). For example crates, rocks, trees, non-drivable vehicles. &lt;br /&gt;
&lt;br /&gt;
== Modeling Tutorials ==&lt;br /&gt;
* [https://gumroad.com/l/rkgg# 3D HQ Asset Creation Tutorial]($) by esfgames&lt;br /&gt;
* [https://www.artstation.com/artwork/JDqyA It's a Log Prop Creation Tutorial] by [https://www.artstation.com/artist/jeffparrott Jeff Parrott]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=120670 Creating a Modular Weapon Pipeline] thread on the Polycount Forum&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=118043 Tracker Knife - NextGen asset tutorial series] by [http://www.polycount.com/forum/member.php?u=41301 Joe Harford]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=100984 (TUTORIAL) Weapon creation (M37 Ithaca)] - by [http://millenia3d.net/ Hans 'Millenia' Palm]&lt;br /&gt;
* [http://www.3dtotal.com/articles/dominance_war4/sathe/domwar4_sathe_01.php Dominance War IV: Rail Gun videos 1-3] - by [http://www.polycount.com/forum/member.php?u=22339 Grant 'sathe' Warwick]&lt;br /&gt;
* [http://www.speedhunters.com/2011/11/behind_the_scenes_creating_cars_need_for_speed_run/ Behind The Scenes&amp;gt;&amp;gt; Creating The Cars For Need For Speed The Run - Speedhunters]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=128414 Weapon Creation Demo: G56 Concept Rifle] by [http://www.polycount.com/forum/member.php?u=41415 Ben Bolton]&lt;br /&gt;
----&lt;br /&gt;
[[Category:PropsModeling]][[Category:Props]]&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Prop_Modeling</id>
		<title>Prop Modeling</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Prop_Modeling"/>
				<updated>2016-03-07T12:49:01Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Modeling Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Props are environment models which are usually static in a game, or else used for simple interactions (throwable, destroyable). For example crates, rocks, trees, non-drivable vehicles. &lt;br /&gt;
&lt;br /&gt;
== Modeling Tutorials ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=120670 Creating a Modular Weapon Pipeline] thread on the Polycount Forum&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=118043 Tracker Knife - NextGen asset tutorial series] by [http://www.polycount.com/forum/member.php?u=41301 Joe Harford]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=100984 (TUTORIAL) Weapon creation (M37 Ithaca)] - by [http://millenia3d.net/ Hans 'Millenia' Palm]&lt;br /&gt;
* [http://www.3dtotal.com/articles/dominance_war4/sathe/domwar4_sathe_01.php Dominance War IV: Rail Gun videos 1-3] - by [http://www.polycount.com/forum/member.php?u=22339 Grant 'sathe' Warwick]&lt;br /&gt;
* [http://www.speedhunters.com/2011/11/behind_the_scenes_creating_cars_need_for_speed_run/ Behind The Scenes&amp;gt;&amp;gt; Creating The Cars For Need For Speed The Run - Speedhunters]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=128414 Weapon Creation Demo: G56 Concept Rifle] by [http://www.polycount.com/forum/member.php?u=41415 Ben Bolton]&lt;br /&gt;
* [https://www.artstation.com/artwork/JDqyA It's a Log Prop Creation Tutorial] by [https://www.artstation.com/artist/jeffparrott Jeff Parrott]&lt;br /&gt;
* [https://gumroad.com/l/rkgg# 3D HQ Asset Creation Tutorial]($) by esfgames&lt;br /&gt;
----&lt;br /&gt;
[[Category:PropsModeling]][[Category:Props]]&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Prop_Modeling</id>
		<title>Prop Modeling</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Prop_Modeling"/>
				<updated>2016-03-07T12:28:21Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Modeling Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Props are environment models which are usually static in a game, or else used for simple interactions (throwable, destroyable). For example crates, rocks, trees, non-drivable vehicles. &lt;br /&gt;
&lt;br /&gt;
== Modeling Tutorials ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=120670 Creating a Modular Weapon Pipeline] thread on the Polycount Forum&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=118043 Tracker Knife - NextGen asset tutorial series] by [http://www.polycount.com/forum/member.php?u=41301 Joe Harford]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=100984 (TUTORIAL) Weapon creation (M37 Ithaca)] - by [http://millenia3d.net/ Hans 'Millenia' Palm]&lt;br /&gt;
* [http://www.3dtotal.com/articles/dominance_war4/sathe/domwar4_sathe_01.php Dominance War IV: Rail Gun videos 1-3] - by [http://www.polycount.com/forum/member.php?u=22339 Grant 'sathe' Warwick]&lt;br /&gt;
* [http://www.speedhunters.com/2011/11/behind_the_scenes_creating_cars_need_for_speed_run/ Behind The Scenes&amp;gt;&amp;gt; Creating The Cars For Need For Speed The Run - Speedhunters]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=128414 Weapon Creation Demo: G56 Concept Rifle] by [http://www.polycount.com/forum/member.php?u=41415 Ben Bolton]&lt;br /&gt;
* [https://www.artstation.com/artwork/JDqyA It's a Log Prop Creation Tutorial] by [https://www.artstation.com/artist/jeffparrott Jeff Parrott]&lt;br /&gt;
----&lt;br /&gt;
[[Category:PropsModeling]][[Category:Props]]&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling</id>
		<title>Subdivision Surface Modeling</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling"/>
				<updated>2016-03-07T12:24:41Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Hard Surfaces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is a modeling technique for making high-poly hard-surface models, by manipulating a lower-resolution &amp;quot;cage&amp;quot; model and using software to subdivide for a smoother surface.&lt;br /&gt;
&lt;br /&gt;
For game artists, &amp;quot;high-poly hard-surface&amp;quot; usually means creating mechanical/constructed models, which are used to bake into [[Normal Maps]] and other [[:Category:TextureTypes|types of textures]], which are in turn used on lower-resolution game-friendly models.&lt;br /&gt;
&lt;br /&gt;
Subdivision surfaces can also be used for organic shapes.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[SmoothingGroups]]. The term &amp;quot;box modeling&amp;quot; can be used, though this applies only to the cage modeling process, not to the subdivision part. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Subdivision Methods ==&lt;br /&gt;
&lt;br /&gt;
There are many ways to subdivide models. 3ds Max uses mostly the Meshsmooth or Turbosmooth modifiers, while Maya uses mostly the Smooth Mesh Preview (3 key) or Subdiv Proxy. &lt;br /&gt;
&lt;br /&gt;
Beware: Maya's &amp;quot;Subdivision Surface&amp;quot; system is a specialized case which allows different subdivision levels in different areas; this is different from most other modeling tools which divide the whole model instead. &lt;br /&gt;
&lt;br /&gt;
3ds Max and Maya also support edge creasing, which adjusts the subdivision tension on specific edges, creating degrees of edge &amp;quot;hardness&amp;quot;. These crease weights typically only work within the original modeling software and are not exportable. &lt;br /&gt;
&lt;br /&gt;
Models made for games are often exported to work with multiple modeling and baking tools... trying to export a model with creases or local subdivisions may not retain the original modeler's intent. Many tools now support Pixar's [http://graphics.pixar.com/opensubdiv OpenSubdiv library] which may help solve this issue. However the full modeling pipeline should be tested early, to avoid costly errors later on.&lt;br /&gt;
&lt;br /&gt;
== Primers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_subdsurfacesoverview.png]]&lt;br /&gt;
[http://www.youtube.com/watch?v=ckOTl2GcS-E Subdivision Surfaces: Overview] video from [http://www.guerrillacg.org/about The GuerrillaCG Project]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_subdtopologyartifacts.png]]&lt;br /&gt;
[http://www.youtube.com/watch?v=k_S1INdEmdI Subdivision Topology Artifacts] video from [http://www.guerrillacg.org/about The GuerrillaCG Project]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_opensubdiv.png]]&lt;br /&gt;
[http://graphics.pixar.com/opensubdiv/docs/mod_notes.html OpenSubdiv - Modeling Tips] by [http://graphics.pixar.com/ Pixar].&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_inorganicfundamentals1.png]]&lt;br /&gt;
[http://vimeo.com/10941211 Hard Surface Fundamentals] for 3ds Max by [http://digitalapprentice.net/ Grant 'sathe' Warwick]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_tecnicasmodelado.png]]&lt;br /&gt;
[http://www.etereaestudios.com/training_img/subd_tips/index.htm Técnicas modelado por subdivisión] by [http://www.etereaestudios.com/ Cristóbal Vila] ([http://translate.googleusercontent.com/translate_c?hl=en&amp;amp;sl=es&amp;amp;tl=en&amp;amp;u=http://www.etereaestudios.com/training_img/subd_tips/index.htm English translation by Google]) &lt;br /&gt;
&lt;br /&gt;
[[Image:subd_subdmodelingprimer.png]]&lt;br /&gt;
[http://www.blendernewbies.com/tools/subdivisionmodeling/subd_PRIMER/page1.html Sub-Division Primer] from [http://www.subdivisionmodeling.com/ Subdivisionmodeling.com]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_gotwires.png]]&lt;br /&gt;
[http://pushingpoints.com/v2/got-wires/ gotwires] Got Wires is all about Subdivision Modeling: Video Tutorials, Sub-D Wires and Modeling Resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_wikipedia.png]]&lt;br /&gt;
[http://en.wikipedia.org/wiki/Subdivision_surface Subdivision surface - Wikipedia] has good technical info about sub-d.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_perna.png]]&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=134116 Shared: My Technical Talk content] by [http://www.3pointstudios.com Per 'Perna' Abrahamsen].&lt;br /&gt;
&lt;br /&gt;
== Hard Surfaces ==&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_howumodeldemshapes.png]]&lt;br /&gt;
[http://boards.polycount.net/showthread.php?t=56014 FAQ: How u model dem shapes? Hands-on mini-tuts for mechanical sub-d AKA ADD MORE GEO] from the [http://boards.polycount.net/ Polycount Boards]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_selwy.png]]&lt;br /&gt;
[http://www.selwy.com/2012/hard-surface-sculpting/ Hard Surface Sculpting – ZBrush] by Selwy&lt;br /&gt;
&lt;br /&gt;
[[File:subd_floatingpanelinglines.jpg|120px|middle]] Making paneling lines as a floater for 3ds Max by [http://boyluya.blogspot.com/ Ralphie 'boyluya' Agenar]. From the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?t=115361 Firefall - Hard surface Art Dump].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_probooleans.png]][http://www.polycount.com/forum/showthread.php?t=106272 Using ProBooleans in 3ds Max for sub-d modeling] Polycount forum thread.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_per1283dtutorials.png]]&lt;br /&gt;
[http://www.per128.com/pages_tutorials/index.html 3D Tutorials] from [http://www.per128.com/ Per Abrahamsen aka Per128]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_marcusaseth.png]][http://www.polycount.com/forum/showthread.php?t=86882 Minitutorials by Marcus Aseth] - by ''[http://www.polycount.com/forum/member.php?u=41030 Marcus Aseth]''. Modeling gun parts, etc. &lt;br /&gt;
&lt;br /&gt;
[[Image:subd_slipgatecentral.png]][http://www.youtube.com/watch?&amp;amp;v=epqUf2SI3kw hard surface modelling hints pt1] - by ''[http://slipgateworks.blogspot.com/ 'slipgatecentral']''. Creating floaters in Maya, short video tutorial. &lt;br /&gt;
&lt;br /&gt;
[[Image:subd_circularholes.png]]  &lt;br /&gt;
[http://www.etereaestudios.com/training_img/subd_tips/agujeros.htm How to create circular holes by subdivision] by [http://www.etereaestudios.com Etereae Studios] ([http://translate.google.com/translate?hl=en&amp;amp;sl=es&amp;amp;tl=en&amp;amp;u=http://www.etereaestudios.com/training_img/subd_tips/agujeros.htm translated into English] by Google)&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_blaizer.png]]  &lt;br /&gt;
[http://blog.whiteblaizer.com/tutorials/ Subdivision Tips – Hard Surface Modelling] by [http://blog.whiteblaizer.com/ Alberto 'Blaizer' Lozano] ([http://translate.google.com/translate?hl=en&amp;amp;sl=es&amp;amp;tl=en&amp;amp;u=http://blog.whiteblaizer.com/tutorials translated into English] by Google)&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_racer445scifiprop.png]]&lt;br /&gt;
[http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/project-workflow-creating-a-next-gen-sci-fi-prop-day-1/ Creating a Next-Gen Sci-Fi Prop] video tutorial by [http://racer445.com/ Evan 'racer445' Herbert]. Shows the &amp;quot;double smooth&amp;quot; modeling trick for 3ds Max: use smoothing groups to define hard edges, add a [[TurboSmooth]] modifier set to preserve smoothing groups, then another without on top.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_doublesmooth.png]]&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117488 Double Smooth] - by [http://www.poopinmymouth.com Ben 'poopinmymouth' Mathis]Video tutorial demonstrates the double-smooth technique for fast sub-d modeling.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_firehydrant.png]]&lt;br /&gt;
[http://cg.tutsplus.com/tutorials/3d-art/model-a-detailed-high-poly-fire-hydrant-in-3ds-max/ Model a Detailed High Poly Fire Hydrant in 3ds Max] - by ''[http://www.bentateonline.com Ben Tate]''&lt;br /&gt;
&lt;br /&gt;
[[Image:sculpt_philipkmetal.png]]  [http://www.philipk.net/tutorials/materials/metalmatte/metalmatte.html Matte Metal Tutorial] - by [http://www.philipk.net Philip 'Philipk' Klevestav]Modeling and texturing a sci-fi metal plate wall using 3ds Max and Photoshop. More modeling and texturing tutorials at http://www.philipk.net/tutorials.html.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_modelingbathroomtiles.png]] &lt;br /&gt;
[[ModelingBathroomTiles]] - by [http://www.valent.us okkun]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_modelinghipolyweaponsispainful.png]]  &lt;br /&gt;
[http://boards.polycount.net/showthread.php?t=37457 modeling hi poly weapons is painful, any tips?] from the [http://boards.polycount.net/ Polycount Boards]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_technicalhighpolyworkflow.png]]  &lt;br /&gt;
[http://boards.polycount.net/showthread.php?t=38222 Technical highpoly workflow tutorial and scripts] from the [http://boards.polycount.net/ Polycount Boards]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_chainmailneox.png]]  [http://boards.polycount.net/showpost.php?p=1115091&amp;amp;postcount=156 Modeling chainmail in 3ds Max] - by ''[http://polyphobia.de Steffen &amp;quot;Neox&amp;quot; Unger]''&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_SimonFuchs.jpg|120px]][https://gumroad.com/simonfuchs Basic Hardsurface Tutorials By Simon Fuchs.]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;OS&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Organic Surfaces ==&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_makingofmoff.png]]&lt;br /&gt;
[http://www.daz-art.com/hi_poly_tut.htm The Making of Moff - High Polygon Realistic Character Creation] - by ''[http://www.daz-art.com/ Darren &amp;quot;Daz&amp;quot; Pattenden]''&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_shoelaces.png]]  &lt;br /&gt;
[http://boards.polycount.net/showthread.php?t=71189 Modeling shoe laces, boot laces... etc.] from the [http://boards.polycount.net/ Polycount Boards]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_digitalsculpturetechniques.png]][http://www.theminters.com/misc/articles/derived-surfaces/index.htm Digital Sculpture Techniques] by [http://cube.phlatt.net/home/spiraloid/ Bay Raitt] and [http://www.izware.com/ Greg Minter]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_thepole.png]][http://web.archive.org/web/20101231124113/http://www.subdivisionmodeling.com/forums/showthread.php?t=907 The Pole] from the [http://www.subdivisionmodeling.com/ Subdivisionmodeling.com] forum. Saved here: [[Media:SubdivisionModelingDotCom_The-Pole.pdf]] (10MB PDF)&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_thepolerevised.png]][http://web.archive.org/web/20110101013544/http://www.subdivisionmodeling.com/forums/showthread.php?t=8000 The Pole - Revised] from the [http://www.subdivisionmodeling.com/ Subdivisionmodeling.com] forum&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_thebody.png]][[Media:SubdivisionModelingDotCom_Topology-Body.pdf]] (1MB PDF) from the [http://www.subdivisionmodeling.com/ Subdivisionmodeling.com] forum.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_thehead.png]][[Media:SubdivisionModelingDotCom_Topology-Head.pdf]] (8MB PDF) from the [http://www.subdivisionmodeling.com/ Subdivisionmodeling.com] forum.&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
[[Image:Santos_Polygone-Table-Stage-2.png|512px|Image by Pedro Amaro Santos, http://oneupontherock.webege.com]]&lt;br /&gt;
[[Image:Santos_PolygonTableSketchA.png|512px|Image by Pedro Amaro Santos, http://oneupontherock.webege.com]]&lt;br /&gt;
[[Image:Santos_Polygon-Table_v04.png|512px|Image by Pedro Amaro Santos, http://oneupontherock.webege.com]]&lt;br /&gt;
[[Image:Santos_MovingPolesv01_web.png|512px|Image by Pedro Amaro Santos, http://oneupontherock.webege.com]]&lt;br /&gt;
[[Image:subdiv_stepdownguide.png|512px]]&lt;br /&gt;
[[Image:subdiv_roundinsets.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_tubes-oblastradiuso.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_transition.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_cylinder-extrusion.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_cylinder-extrusion3.png|512px]]&lt;br /&gt;
[[Image:subdiv_gunstock-racer445.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_bolt-insets.png|512px]]&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=56014 FAQ: How u model dem shapes? Hands-on mini-tuts for mechanical sub-d AKA ADD MORE GEO] Polycount forum thread.&lt;br /&gt;
* [[BaseMesh]]&lt;br /&gt;
* [[CharacterSculpting]]&lt;br /&gt;
* [[PolygonCount]]&lt;br /&gt;
* [[ReTopologyModeling]]&lt;br /&gt;
* [[Tools#Main_3D_Software_Packages|Tools]]&lt;br /&gt;
* [[Topology]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Character]] [[Category:CharacterModeling]] [[Category:Topology]] [[Category:Environment]] [[Category:EnvironmentModeling]] [[Category:PropsModeling]]&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

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				<updated>2016-03-07T12:17:11Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: &lt;/p&gt;
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		<author><name>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Industry</id>
		<title>Game Industry</title>
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				<updated>2016-03-07T11:54:22Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Being a Developer */&lt;/p&gt;
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Links and articles about the game industry: how to get game jobs, how to manage your role, etc.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to Get In ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=157738 Game Industry Recruiter Taking In Questions] Polycount Forum thread.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=134547 Getting that first job] Polycount Forum thread. Good advice for an artist trying to enter a game studio.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=89972 Getting into the Game Industry (Inspiration of a different kind)] - Polycount Forum thread. Amazing thread full of information from working game artists about how they got into the industry.&lt;br /&gt;
* [http://www.ineedtomakegames.com How to Break Into the Industry] - by [http://www.linkedin.com/pub/destin-bales/1/2aa/95b Destin Bales] A treasure trove of great advice by a veteran game developer. Multiple topics covered: understanding the industry, education, resumes and portfolios, finding jobs, interview prep, career development, etc. &lt;br /&gt;
* [http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&amp;amp;discussionID=16967104&amp;amp;gid=59205 Why is it hard to find a job in game industry?] Discussion on LinkedIn about what it takes to get that first game industry job.&lt;br /&gt;
* [http://athey.deviantart.com/art/Game-Industry-Advice-to-studen-145619882 Game Industry Advice to students] -  by [http://athey.deviantart.com/ Athey Moravetz]  A great article by a 5-year veteran game artist about what it takes to get into a game artist job. Very straightforward and accurate.&lt;br /&gt;
&lt;br /&gt;
== Being a Developer ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=137206 What has the games industry been like for you?] Polycount Forum thread Game art veterans share what it's really like to be working in game development.&lt;br /&gt;
* [http://archive.is/B7o90 Is the games industry really dying?] by Dan Teasdale  Analysis of game industry layoff data [Cached]&lt;br /&gt;
* [http://www.valvetime.net/threads/valve-employee-hand-book-released.189828/ Valve Employee Hand Book]  Greg Coomer says &amp;quot;We wrote this book to make it as easy as we could for new people to join the company. It was fun to capture these thoughts and put them all in one place. Let us know what you think.&amp;quot; Cached: [[file:Valve_Employee_Handbook.pdf]]&lt;br /&gt;
* [http://www.gdcvault.com/play/1012343/The-Belly-of-the-Whale The Belly of the Whale: Living a Creative Life in the Game Industry] - by [http://www.bobbates.com/ Bob Bates] GDC 2010 lecture about how creative types can survive and thrive in the game industry. Highly recommended [http://www.polycount.com/forum/showthread.php?t=74876 by many Polycounters].&lt;br /&gt;
* [http://www.thejonjones.com/2010/08/09/how-not-to-hire-an-artist/ How NOT to hire an artist] - by [http://www.thejonjones.com Jon Jones] Response to the inflammatory article [http://kaitol.com/how-to-hire-an-artist/ How to hire an artist] by [http://kaitol.com/about/ Christopher 'xdragonx10' Gregorio].&lt;br /&gt;
* [http://www.polycount.com/2010/08/11/the-co-worker/ The Co-worker] - by [http://www.adambromell.com/ Adam Bromell] Polycount News article about what makes a good team co-worker.&lt;br /&gt;
&lt;br /&gt;
== Art Disciplines ==&lt;br /&gt;
* [[:Category:Discipline]] lists the various artist roles in game development:&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=134325 Leadership in the Games Industry] Polycount forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=81832 What Game artist career is more difficult?] Polycount forum thread&lt;br /&gt;
* [[PortfolioContents]] has summaries for what each type of artist should show in their portfolio.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
The basic argument in the Polycount community is between going the self-taught route or going the formal education route. The best path seems to depend on what kind of person you are: self-motivated or team-motivated.&lt;br /&gt;
&lt;br /&gt;
Artists on Polycount generally agree it is rare to find schools that teach current high-quality game art techniques. The web and forums are often the best places to learn these, maybe even [[:Category:Tutorials|our wiki]] |-) . We see it time and again... the students who succeed at entering the work force after graduation are almost exclusively those that work on their own side projects, beyond the course material. Would they have been better served without using a school? &lt;br /&gt;
&lt;br /&gt;
If you want to work in a different country, the visa process may require a college or university degree. This is a good reason to seek a degree program.&lt;br /&gt;
&lt;br /&gt;
Beware of education scams and debt! Schools can cost a lot of money and some promise easy employment afterwards, but unfortunately the reality is not so forgiving. Student loan debt can also be a crushing burden for many years, especially with the relatively low wages most game artists make. See the blog post [https://medium.com/i-m-h-o/138c5efd45e9 Don’t go to art school], the Polycount forum thread [http://www.polycount.com/forum/showthread.php?t=75796 Profit Schools - Can we condemn them publicly?], and the Penny Arcade episode [http://penny-arcade.com/patv/episode/on-game-schools &amp;quot;On Game Schools&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=108342 Education In The Games Industry: Yes or No?] on the Polycount Forum is a great list of threads about game art education. You can also do a [http://polycount.com/search?Search forum search] for ''education''.&lt;br /&gt;
&lt;br /&gt;
* [http://k0k0k0.wordpress.com/51-things-every-game-student-should-know/ 100 Things Every Game Student Should Know] - by [http://k0k0k0.wordpress.com/ Kaye Elling] 100 fugly slides of things that every budding game developer (who is studying at university) should know. Read it!&lt;br /&gt;
&lt;br /&gt;
== Portfolios ==&lt;br /&gt;
* [[Portfolio]] has links to tutorials and advice about creating an artist portfolio for a career in game development.&lt;br /&gt;
&lt;br /&gt;
== Resumes ==&lt;br /&gt;
* [http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
* [http://windmillnetworking.com/2009/08/11/linkedin-profile-tips-the-10-mistakes-you-want-to-avoid-and-why/ LinkedIn Profile Tips: The 10 Mistakes You Want to Avoid and Why] - by ''[http://windmillnetworking.com/about/ Neal Schaffer]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ResumeRead.html Getting Your Résumé Read] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/SortingResumes.html Sorting Resumes] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
&lt;br /&gt;
== Cover Letters ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=41014 Writing that all important cover letter?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=85192 Cover Letter] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=118092 Resume / Cover Letter Critique request - Riot Games] Polycount Forum thread&lt;br /&gt;
* [http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
&lt;br /&gt;
== Job Searching ==&lt;br /&gt;
Most game developers get their jobs by word of mouth, this industry puts personal contacts first and foremost. Networking is key; keep in contact with your friends and former co-workers.&lt;br /&gt;
* [[Company job boards]]&lt;br /&gt;
* [http://www.polycount.com/forum/forumdisplay.php?f=39 Work Opportunities] Polycount Sub-Forum. &lt;br /&gt;
* [https://orcahq.com/jobs?tags=Art orca] Game dev news and jobs, every day.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=134982 Another website to find a video game industry job] Polycount Forum thread has several links.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=38472 Game and Mod Development Article] and [http://boards.polycount.net/showthread.php?t=42157 Some mod guidelines] Polycount Forum threads have advice about joining a mod team.&lt;br /&gt;
* [http://www.facebook.com/note.php?note_id=195778565716 Industry tips: How to find a job in the game industry] - by ''[http://www.boomzap.com/ Christopher Natsuume]'' has some frank advice about job searching.&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ThePhoneScreen.html The Phone Screen] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]'' has info about how companies weed out applicants.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=99400 It seems to be impossible to find a job as a Modeler in this industry] - this Polycount forum thread has good advice about how to actually get hired as an artist in game development. &lt;br /&gt;
* [http://www.cgstepinside.com/cg-studio/ cgStepInside Studio Map] - map of animation and game development companies.&lt;br /&gt;
* [http://gamedevmap.com gamedevmap] - map of game development companies.&lt;br /&gt;
&lt;br /&gt;
== Going to Conferences ==&lt;br /&gt;
Attending a game conference or developer event is a great way to connect with people working in game development. Connections often lead to work opportunities!&lt;br /&gt;
&lt;br /&gt;
A few notable conferences:&lt;br /&gt;
* [http://www.gdconf.com/aboutgdc/ Game Developer's Conference] (GDC), GDC Europe, GDC China.&lt;br /&gt;
* [http://prime.paxsite.com/what-is-pax PAX Prime], PAX East, PAX South, PAX Aus.&lt;br /&gt;
* [http://www.e3expo.com/show-info/2541/about-e3/ Electronic Entertainment Expo] (E3).&lt;br /&gt;
* [http://www.gameconfs.com/ Gameconfs] - a directory of game industry events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:2px solid #111;background-color:#222;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Advice from seasoned Indie [http://ichiro.us/ Ichiro Lambe] about how he goes to GDC:&lt;br /&gt;
|-&lt;br /&gt;
|1. '''Get connected beforehand.''' We always pulled together lists of devs who were going, to connect folks. For instance, we had a Google Form where everyone put down their names, games, companies, interests, Twitter handles, etc., and that all got spat out into a publicly viewable spreadsheet. We then tweeted that form/spreadsheet to everyone, and got a bazillion responses. We'd then reach out to subsets of those people and say, &amp;quot;Hey, we have common interests. Let's all meet.&amp;quot; Instant GDC community.&lt;br /&gt;
|-&lt;br /&gt;
|2. '''Stay connected during.''' We also did a GDC Google Hangout or Facebook group for mobile users once out there. That allowed, for example, a friend to text a hundred devs with, &amp;quot;Hey, I'm completely drunk at Pinecrest. Who wants to meet?&amp;quot; Or, we'd Katamari a bunch of devs and go to a bar and chat dev. Katamaris work great -- meet one dev, and ask them to invite two friends. And so forth.&lt;br /&gt;
|-&lt;br /&gt;
|3. '''Set up meetings.''' Are there folks you want to meet out there? E-mail them and see what they're up to. Schedule lunch or coffee with a group of mobile game designers. Have them invite colleagues. Rinse. Repeat. Figure out why you're interesting and unique, and approach people with that. Don't be shy about it.&lt;br /&gt;
|-&lt;br /&gt;
|4. '''Plan.''' Write out your GDC plan beforehand. You can deviate from this entirely, but it's useful because it shows where there are scheduling gaps. It also forces you to identify your goals and objectives. I go to GDC primarily to connect myself and other devs with platform holders. Ergo, I'll want to set up meetings with Colecovision and Vectrex, and have pitches ready for them. Your goals may differ, but your plan should derive from those goals.&lt;br /&gt;
|-&lt;br /&gt;
|5. '''Get a pass.''' Go write each of the IGF finalists, tell them how amazing you are and how you're not an asshole, and ask them if they need help manning their booths in exchange for an expo pass.&lt;br /&gt;
|-&lt;br /&gt;
|6. '''Avoid the big, loud parties.''' 300 game developers at a loud dance club is silly. It's fun to go to these things and get free booze and food, but it's often more profitable to meet with Intellivision over quiet drinks, and more creatively stimulating to meet with a group of other developers in a quiet hotel lobby.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interviews ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=106081 Job Interview in a hour or so, what questions should I expect?] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=105266 When eyeballing a studio...] thread on the Polycount forum (what questions should you ask during your interview).&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=69142 Interview Advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=80507 In need of interview advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.boston.com/bostonworks/galleries/job_interview_tips?pg=2 10 Tips for Your First Interview] - by ''Dave Sanford''  Time-tested interview strategies:&lt;br /&gt;
*# Research&lt;br /&gt;
*# Practice&lt;br /&gt;
*# Clothing&lt;br /&gt;
*# Get there early&lt;br /&gt;
*# Observe&lt;br /&gt;
*# Know thyself&lt;br /&gt;
*# Handshake&lt;br /&gt;
*# Listen&lt;br /&gt;
*# Finishing&lt;br /&gt;
*# Follow up&lt;br /&gt;
* [http://hotjobs.yahoo.com/career-experts-four_steps_to_a_better_job_interview-51 Four Steps to a Better Job Interview] - by ''Brad Karsh''  Four simple things to improve your interviews.&lt;br /&gt;
*# Relax, not a battle of wits.&lt;br /&gt;
*# Job description = questions that you'll be asked.&lt;br /&gt;
*# Have answers about why you did certain things.&lt;br /&gt;
*# Have questions about them.&lt;br /&gt;
* [http://www.jobbankusa.com/interviews/articles_tips/10_follow_up_rules.html Ten Tips for the Interview Follow Up] - by ''Carole Martin'' How to avoid a non-response after your interview.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=57317 job interview, 2-3 hours, why so long?] Polycount forum thread Game developers talking about the interview process they do, or have been through.&lt;br /&gt;
&lt;br /&gt;
== Art Tests ==&lt;br /&gt;
Game companies often ask their art applicants to complete an art test, to gauge their talent relative to that company's particular needs, and to make sure you can actually do the work (portfolios can be faked or stolen).&lt;br /&gt;
&lt;br /&gt;
Beware doing an unpaid art test. A company can ask you to spend a long time on it, but then plagiarize the results, never respond after submission, etc.&lt;br /&gt;
&lt;br /&gt;
* [http://forum.gameartisans.org/forums/showthread.php?t=5970 Art Test Master List] GameArtisans forum thread has some example art tests.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=157057 Paid Art Test?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=1795799#post1795799 Art Tests] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=87657 Jagex Art Test] Polycount Forum thread&lt;br /&gt;
* [http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&amp;amp;discussionID=16136725&amp;amp;gid=1842071 &amp;quot;Large art tests as the first stage of candidate selection. Acceptable?&amp;quot;] LinkedIn discussion&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=84418 Environment Art Test advice?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=81681 Art test and no response, normal?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=81015 Is it bad to ask for tips on an art test? There isn't an NDA] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=80861 Art tests] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=77279 Art Tests : How much time to spend?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=76208 Art Test Help/Suggestions] Polycount Forum thread&lt;br /&gt;
&lt;br /&gt;
== Salary Research ==&lt;br /&gt;
Do the research to figure out what a fair offer is for your skill level and geographic area.&lt;br /&gt;
* [https://orcahq.com/blog/game-industry-salary-explorer Game Industry Salary Explorer] - from [https://orcahq.com/ Orca HQ]. See the Polycount Forum thread [http://polycount.com/discussion/165337/game-industry-salary-explorer Game Industry Salary Explorer].&lt;br /&gt;
* [http://www.gamecareerguide.com/features/1108/game_developer_salary_survey_2012.php 2012 Game Industry Salary Survey]  - from ''[http://www.gdmag.com/ Game Developer magazine]'' (mostly USA). See also [http://gamedeveloper.texterity.com/gamedeveloper/201104#pg9 2010], [http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg33 2009], [http://gamedeveloper.texterity.com/gamedeveloper/2008careerguide/#pg13 2008], [http://www.gamecareerguide.com/features/416/the_game_industry_salary_survey_.php?page=1 2007], [http://www.gamecareerguide.com/features/266/are_you_in_demand_2006_game_.php?page=1 2006].&lt;br /&gt;
* [http://www.glassdoor.com/Salaries/us-computer-software-senior-artist-salary-SRCH_IL.0,2_IN1_II1121.3,20_KO21,34_SDAS.htm# Senior Artist Salaries at Computer Software companies in United States] - from ''[http://www.glassdoor.com Glassdoor.com]'' (USA) Customize your search, and enter your salary data for full access.&lt;br /&gt;
* [http://www.payscale.com/research/US/Job=3d_Artist/Salary 3D Artist Salaries in the United States] - from ''[http://www.payscale.com Payscale.com]'' (other countries available)&lt;br /&gt;
* [http://www.flcdatacenter.com/CaseH1B.aspx The Foreign Labor Certification Data Center - Online Wage Library] (H1B Visa Applications) - from the ''[http://www.doleta.gov/ US Department of Labor]'' (USA)&lt;br /&gt;
* [http://vfxsoldier.wordpress.com/2010/08/16/wages-in-the-vfx-animation-and-games-industry/ Wages In The VFX, Animation, And Games Industry] - by [http://vfxsoldier.wordpress.com 'VFX Soldier'] features a spreadsheet of wage data mined from the H1B Visa database.&lt;br /&gt;
* [http://www.mcvuk.com/news/read/uk-games-industry-salary-survey-what-are-you-worth/0110018 2012 UK Games Industry Salary Survey]. See also [http://www.develop-online.net/features/429/The-2009-UK-Games-Development-Salary-Survey 2009] (UK)&lt;br /&gt;
* [http://www.vfxwages.com/ VFXWages] - a global database of hourly monetary rates of people in the film and television visual effects, animation, motion graphics, and gaming industry. &lt;br /&gt;
* [[Freelance#Freelance_Rates]]&lt;br /&gt;
&lt;br /&gt;
== Negotiation ==&lt;br /&gt;
Salary negotiation is an essential skill that will be put to the test after a successful interview. &lt;br /&gt;
* [http://realtimecollisiondetection.net/blog/?p=70 Salary of a game programmer (artist, designer, or producer)] - by ''[http://realtimecollisiondetection.net Christer Ericcson]'', Sony Computer Entertainment&lt;br /&gt;
* [https://www.facebook.com/note.php?note_id=191791235716 Industry tips: How to not ask for money] - by ''[http://www.boomzap.com/ Christopher Natsuume]''&lt;br /&gt;
* [http://www.kclabor.org/kyrmpp.htm Know Your Rights - The Myth of Pay Privacy] - by ''[http://www.kclabor.org KC Labor]'' (USA)&lt;br /&gt;
* [http://www.amazon.com/Bargaining-Advantage-Negotiation-Strategies-Reasonable/dp/0143036971 Bargaining for Advantage: Negotiation Strategies for Reasonable People] ($) - by ''[http://www.amazon.com/G.-Richard-Shell/e/B001H6KG6E G. Richard Shell]''&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=2067860 New Job Negotiations]&lt;br /&gt;
&lt;br /&gt;
== Relocation ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=99113 The game industry and relocation, how bad is it?] - Polycount Forum thread. Insight into the relocation process.&lt;br /&gt;
&lt;br /&gt;
== Employee Rights ==&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.graphicartistsguild.org/handbook/ Graphic Artists Guild Handbook: Pricing &amp;amp; Ethical Guidelines] is an excellent resource on a great range of employment issues. Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!&lt;br /&gt;
* [http://www.nlrb.gov/about_us/overview/national_labor_relations_act.aspx National Labor Relations Board] (USA)&lt;br /&gt;
* [http://www.acas.org.uk/index.aspx?articleid=1390 ACAS: Advisory, Conciliation and Arbitration Service] (UK)&lt;br /&gt;
* [http://www.direct.gov.uk/en/Employment/Employees/index.htm Directgov Employment Terms and Conditions] (UK)&lt;br /&gt;
* [http://www.kclabor.org/know_your_rights1.htm Know Your Rights] - by [http://www.kclabor.org KC Labor] (USA)&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=71929 Discussing issues at work, grounds for firing?] Polycount forum thread has information about workers discussing their compensation with one another.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=97910 EA rumored to layoff 500+] Polycount forum thread with cautionary tales about what happens when people get laid off or fired, or when companies close. Back up your work regularly, for portfolio use!&lt;br /&gt;
&lt;br /&gt;
== Going Indie ==&lt;br /&gt;
Indie means developing, marketing, and publishing a game independently.&lt;br /&gt;
* [http://forums.tigsource.com/index.php?topic=18.msg147#msg147 How to Start an Indie Game Business (WIP)] TIGSource Forum thread with links to resources &lt;br /&gt;
&lt;br /&gt;
== Freelancing ==&lt;br /&gt;
Freelancing means creating assets for pay, working alone as an individual. See [[Freelance]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Information]] [[Category:GameIndustry]]&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Level_Design</id>
		<title>Level Design</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Level_Design"/>
				<updated>2016-02-27T18:07:39Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Level Design Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All about the design of gameplay spaces. These are usually called levels, sometimes stages.&lt;br /&gt;
&lt;br /&gt;
== Level Design Tutorials ==&lt;br /&gt;
* [http://www.worldofleveldesign.com/categories/cat_level_design_tutorials_tips.php Level Design - Tutorials List] from World Of Level Design by Alex Galuzin.&lt;br /&gt;
* [https://www.mapcore.org/articles/development/level-design-in-the-last-of-us-part-one-r46/ Level Design in The Last of Us] by ''[http://www.froughol.com François &amp;quot;Furyo&amp;quot; Roughol]'', a three-part series by a Senior Level Designer, analyzing Naughty Dog's level design in The Last of Us.&lt;br /&gt;
* [http://www.curiousconstructs.com/projects/level-design-concepts/ Designing Action: Defining the Encounter in Games] by ''[http://www.curiousconstructs.com/about/ Nathan Cheever]'', an excellent dissection of how successful game levels are designed and made. Recommended!&lt;br /&gt;
* [http://www.bendarling.net/index.php?page=levels Level design process] by ''Benjamin Darling''&lt;br /&gt;
* [http://blog.joelburgess.com/2011/03/gdc-2011-transcript-motivating-players.html#more GDC 2011 Transcript: Motivating Players in Open World Games] by ''Joel Burgess''&lt;br /&gt;
* [http://www.crytek.com/cryengine/presentations/Level-Design-Challenges-in-Crysis-The-Long-Journey-to-Open-Worlds GDC 2008: Level Design Challenges in Crysis: The Long Journey to Open Worlds] by ''Sten Huebler'', Lead Designer, Crytek&lt;br /&gt;
* [http://www.gamasutra.com/blogs/JeremyPrice/20110318/7258/Applying_the_Elements_of_Design_and_Principles_of_Design_in_Level_Art.php Applying the Elements of Design and Principles of Design in Level Art] by ''Jeremy Price''&lt;br /&gt;
* [http://forums.epicgames.com/showthread.php?t=583689 Gears Of War Multiplayer Map Theory] by ''Lee Perry''&lt;br /&gt;
* [http://www.worch.com/2010/03/11/gdc-2010/ GDC 2010: “What Happened Here?” – Environmental Storytelling] by ''Harvey Smith'' and ''Matthias Worch''&lt;br /&gt;
* [http://www.amazon.com/Architecture-Space-Francis-D-K-Ching/dp/0471286168 Architecture: Form, Space, and Order] ($) by ''Francis D.K. Ching''&lt;br /&gt;
* [http://forums.mapcore.net/viewtopic.php?f=57&amp;amp;t=3913 Level Design Help Files], a collection of help sites for level design themed files - from the ''[http://forums.mapcore.net MapCore]'' forums&lt;br /&gt;
* [http://developer.valvesoftware.com/wiki/How_To_Develop_A_Map_That_Works How To Develop A Map That Works] - from ''The Valve Developer Community''&lt;br /&gt;
* [http://wiki.beyondunreal.com/Legacy:Map_Planning Map Planning] - from the ''Unreal Wiki''&lt;br /&gt;
* [http://www.farcry2.cz/czech_menu/ke_stazeni/mapy-download/Benova-bible-mapy.pdf Ben's Small Bible of Realistic Multiplayer Level Design] (PDF) by ''Benjamin Bauer''&lt;br /&gt;
* [http://www.interlopers.net/articles/what-is-level-design What Is Level Design?] - by ''Sérgio Duarte''&lt;br /&gt;
* [http://www.amazon.com/Level-Design-Concept-Theory-Practice/dp/1568813384 Level Design: Concept, Theory, and Practice] ($) - by ''Rudolf Kremers'' (free preview: [http://www.rudolfkremers.com/Blog/?p=69 Chapter 7 - Reward Systems])&lt;br /&gt;
* [http://www.hourences.com/book/bookgameplay.htm The Hows and Whys of Level Design] ($) - by ''Sjoerd 'hourences' De Jong'' ([http://www.interlopers.net/articles/level-design-book-review reviewed here])&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=51254 Maintaining the suspension of disbelief...] Polycount forum thread. Discussion about the importance of using imperfection to create believable worlds.&lt;br /&gt;
* [http://www.3dbuzz.com/vbforum/sv_videonav.php?fid=836eb5e382b5d9f430df48883fca918e Level Design Video Tutorials] - from ''[http://www.3dbuzz.com 3DBuzz]''. A ton of useful tutorials and design tips about creating levels.&lt;br /&gt;
&lt;br /&gt;
== Level Design Resources ==&lt;br /&gt;
* [http://level-design.org/referencedb/ Level Design Reference Database], a searchable collection of game screenshots with assigned tags that describe the images’ content. &lt;br /&gt;
* [http://www.worldofleveldesign.com/about.php World of Level Design.com], a website/blog about game environment art and game level design for first person shooters.&lt;br /&gt;
* [http://davesmapper.com Dave's Mapper], an automatic mapping tool by ''[http://www.thegriddle.net/ David Millar]''&lt;br /&gt;
* [http://www.hourences.com/book/tutorialsindex.htm Unreal Engine 3 tutorials, game industry articles, level design/art/technical tutorials] - by ''[http://www.hourences.com Sjoerd 'hourences' De Jong]''. A ton of tutorials and articles about designing levels with the Unreal Technology.&lt;br /&gt;
* [http://level-design.org LEVEL-DESIGN.org] - by ''[http://www.polycount.com/forum/member.php?u=30493 'seir']''. Information related to level art and design; for mappers, level designers, environment artists, and any kind of world designer.&lt;br /&gt;
* [http://www.mapcore.org/ MapCore], a forum and community devoted to modding, level design, modeling, concept art, and programming.&lt;br /&gt;
&lt;br /&gt;
== Units and Scale ==&lt;br /&gt;
The units and scale you use is very important. [[:Category:EnvironmentModularity|Modular]] meshes should be built to snap to a unit-based grid, and physics calculations depend on certain scales. Fortunately, game editors usually have a scale setting you can use on import to convert from 3d modeler scale into proper game engine scale.&lt;br /&gt;
&lt;br /&gt;
* [https://docs.unrealengine.com/latest/INT/Engine/Content/ContentStandards/index.html Unreal Engine 4 - External Content Development Standards] - units and scale for UE4. (1 unit = 1 cm)&lt;br /&gt;
* [http://udn.epicgames.com/Three/UnrealUnits.html UDN: Unreal Units] - what units and scale to use for scenes in Unreal Engine. (Gears of War: 2 units = 1 inch, Unreal Tournament: 1 unit = 2 cm)&lt;br /&gt;
* [http://freesdk.crydev.net/display/SDKDOC3/Measurement+Reference CryENGINE SDK: Measurement Reference] - what units and scale to use for scenes in [[CryEngine]]. (Crysis: 1 unit = 1 meter)&lt;br /&gt;
* [http://docs.unity3d.com/Documentation/Components/FBXImporter-Model.html Unity: Import Settings for Meshes] - what units and scale to use for scenes in Unity. (Unity physics: 1 unit = 1 meter)&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[:Category:GameDesign]]: creating the overall player experience in the game.&lt;br /&gt;
* [[:Category:EnvironmentModularity]]: techniques for creating reusable environment meshes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Discipline]]&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Concept_Fundamentals</id>
		<title>Concept Fundamentals</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Concept_Fundamentals"/>
				<updated>2016-02-18T17:22:13Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Painting Fundamentals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Links and pages about the basics of concept drawing and painting.&lt;br /&gt;
&lt;br /&gt;
== Painting Fundamentals ==&lt;br /&gt;
&lt;br /&gt;
[[Image:ctrlpaint.png|link=http://www.ctrlpaint.com/library]] ctrl+Paint - Digital Painting Simplified - by ''[http://www.mattkohr.com Matt Kohr]''&lt;br /&gt;
&amp;quot;Working in the game industry under tight deadlines forced me to come up with a dependable Photoshop workflow. Ctrl+Paint is my attempt to organize these findings into clear, concise videos to share with the community.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_thumbwar.png|link=http://www.autodestruct.com/thumbwar.htm]] THUMB WAR : Design Iteration Combat Simulation - by ''[http://www.autodestruct.com/about.htm Paul Richards]''&lt;br /&gt;
Concept art fundamentals.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_psgarttutorial.png|link=http://androidarts.com/art_tut.htm]] PSG Art Tutorial - by ''[http://www.itchstudios.com/psg/ Arne Niklas Jansson]''&lt;br /&gt;
Painting fundamentals.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_paintingwithlightanddark.png|link=http://www.anticz.com/drawing1.htm]] Understanding 3D Form on Paper by ''[http://ronlemen.blogspot.com/ Ron Lemen]''&lt;br /&gt;
Understanding form via light and dark.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_elementsofperspective.png|link=http://www.handprint.com/HP/WCL/tech10.html]] Elements of Perspective - by ''[http://www.handprint.com Bruce MacEvoy]''&lt;br /&gt;
Perspective in depth.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_composition101.png|link=http://boards.polycount.net/showthread.php?t=72082]] Composition-101 thread from the Polycount forums Links to tutorials about Composition.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_solarski.jpg|link=http://www.gamasutra.com/view/feature/185676/the_aesthetics_of_game_art_and_.php]] The Aesthetics of Game Art and Game Design - by ''[http://www.gamasutra.com/view/authors/419599/Chris_Solarski.php Chris Solarski]''&lt;br /&gt;
An examination of the psychology of shapes and dynamic composition, applying techniques of the Old Masters to create more varied and emotionally meaningful gaming experiences.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_tulp.jpg|link=http://tulptorials.blogspot.com/2012/02/using-gamut-mask.html]] Using the Gamut mask - by ''[https://plus.google.com/110492088926818707357/about Wouter Tulp]''&lt;br /&gt;
How to create and use a gamut mask, which help you define a range of harmonious colors for your concept palette.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_babelab.png|link=http://babelab.blogspot.com/]] Babe Lab : Pinup Research &amp;amp; Development by ''[http://autodestructdigital.blogspot.com/ Paul Richards]'' and others&lt;br /&gt;
Female caricature painting tips.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_FengZhu.png|link=http://www.youtube.com/user/FZDSCHOOL]] Feng Zhu's Youtube Channel teaches the fundamentals of concept design, and professional practices for a working concept artist.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_charchar.jpg|link=http://retinart.net/graphic-design/secret-law-of-page-harmony/]] The Secret Law of Page Harmony by Alexander Ross Charchar&lt;br /&gt;
Explanation of harmonious composition.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_Straub.png|120px|left|link=http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/phil_straub_composition_tutorial]] Phil Straub Composition Tutorial&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
[[Image:2dtut_ScottRobertson.jpg|120px|left|link=https://www.youtube.com/user/scottrobertsondesign/videos]] Fundamental perspective, drawing and concepts tutorials by industrial and teaching veteran ''[http://cargocollective.com/drawthrough Scott Robertson]''.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Painting Books ==&lt;br /&gt;
* [http://www.amazon.com/Don-Seegmiller/e/B001JSJNZK/ Digital painting books by Don Seegmiller]&lt;br /&gt;
* [http://www.focalpress.com/digitalartmasters/books.html Digital Art Masters] How to achieve certain effects in photoshop, general skin rendering, etc.&lt;br /&gt;
* [http://www.amazon.com/Mechanika-Creating-Science-Fiction-Chiang/dp/1600610234 Mechanika Creating Science Fiction] Good techniques, covers composition and perspective as well.&lt;br /&gt;
* [http://www.amazon.com/Bold-Visions-Digital-Painting-Bible/dp/160061020X/ Bold Visions Digital Painting Bible]&lt;br /&gt;
* [http://www.2dartistmag.com/ 2DArtist Magazine] Painting tutorials, artist galleries. Available printed or PDF.&lt;br /&gt;
* [http://www.imaginefx.com/ ImagineFX Magazine] Painting tutorials, artist galleries, monthly DVD.&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=65614 Painting Tutorials] Polycount Forum thread with links to more painting tutorials&lt;br /&gt;
* [[TexturingTutorials]] tutorials for game textures&lt;br /&gt;
* [[Tools#2D Tools|Tools]] software for painting&lt;br /&gt;
* [[:Category:Reference]] reference images&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Concept]] [[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:2dtut_ScottRobertson.jpg</id>
		<title>File:2dtut ScottRobertson.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:2dtut_ScottRobertson.jpg"/>
				<updated>2016-02-18T17:13:26Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{subst:No license from license selector|Don't know}}&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Modular_environments</id>
		<title>Modular environments</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Modular_environments"/>
				<updated>2016-02-16T09:30:41Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Modular Design &amp;amp; Workflow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modular means pieces are made to fit together according to a common pattern, so just a few pieces can be reused multiple times to create a bunch of variety.&lt;br /&gt;
&lt;br /&gt;
== Modular Design &amp;amp; Workflow ==&lt;br /&gt;
How to plan out the development of modular environment pieces, and the workflow for creating them. The design of modular pieces is closely linked to game design; see [[:Category:GameDesign]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:JacobNorris_UDKModularBuildingSetBreakdown.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=144838]] [http://www.polycount.com/forum/showthread.php?t=144838 UE4 Modular Building Set Breakdown] - by [http://www.purepolygons.com/ Jacob &amp;quot;jacob07777&amp;quot; Norris]. Gritty urban city modular system. [[file:JacobNorris_Building_Breakdown.pdf]] (1.5 MB)&lt;br /&gt;
&lt;br /&gt;
[[Image:PaulMandegarian_GearsofWarInspiredEnvironment.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=130848]] [http://www.polycount.com/forum/showthread.php?t=130848 UDK Gears of War Inspired Environment - Modular] - by [http://www.paulmandegarian.com/ Paul &amp;quot;Ahniketos&amp;quot; Mandegarian]. Gears of War themed modular palace environment. Latest art is [http://www.paulmandegarian.com/projects/5128839 here on his website].&lt;br /&gt;
&lt;br /&gt;
[[Image:TorFrick_UDKModularMasterclass.jpg|150px|link=http://eat3d.com/udk_modular]] [http://eat3d.com/udk_modular UDK Modular Masterclass - Efficiently Creating and Entire Scene with Tor Frick] - ($) an Eat3D tutorial by [http://www.torfrick.com/ Tor &amp;quot;snefer&amp;quot; Frick]. Abandoned warehouse modular workflow in UDK, using Modo and Photoshop.&lt;br /&gt;
&lt;br /&gt;
[[Image:HelderPinto_PostApocSceneBreakdown.jpg|150px|link=http://www.helderpinto.com/post-apoc-scene-breakdown/]] [http://www.helderpinto.com/post-apoc-scene-breakdown/ Post apoc scene Breakdown] - by [http://www.helderpinto.com/|Helder &amp;quot;HP&amp;quot; Pinto]. Details about the creation of a modular abandoned warehouse.&lt;br /&gt;
&lt;br /&gt;
[[Image:Halo4_Article.jpg|150px|link=http://polycount.com/discussion/159954/the-environment-art-of-halo-4/p1]] [http://polycount.com/discussion/159954/the-environment-art-of-halo-4/p1 Polycount Article: The Environment Art of Halo 4]. Modular workflow for Halo 4.&lt;br /&gt;
&lt;br /&gt;
[[Image:PatrickSutton_TheEnsignTavern.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=79177]] [http://www.polycount.com/forum/showthread.php?t=79177 the Ensign Tavern] - by [http://www.patricksutton3d.com/ Patrick &amp;quot;PatJS&amp;quot; Sutton]. Breakdowns for a modular multi-floor 19th century building.&lt;br /&gt;
&lt;br /&gt;
[[Image:TylerWinlass_ModularBuildingWorkflow.jpg|150px|link=http://3dmotive.com/series/sci-fi-modular-floor-workflow.html]] [http://3dmotive.com/series/sci-fi-modular-floor-workflow.html Modular Building with UDK] - ($) a 3dmotive tutorial by [http://www.tylerwanlass.com/ Tyler Wanlass]. Covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.&lt;br /&gt;
&lt;br /&gt;
[[Image:JoelBurgess_SkyrimsModularApproachtoLevelDesign.jpg|150px|link=http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html]] [http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] - Transcript from GDC 2013 talk on Skyrim&amp;quot;s Modular Level Design. An excellent in-depth article on Bethesda&amp;quot;s environment art system.&lt;br /&gt;
&lt;br /&gt;
[[Image:KevinJohnstone_ModularEnvironmentDesign.jpg|150px|link=http://www.kevinjohnstone.com/Help/Modular%20Environment%20Design.rar]] [http://www.kevinjohnstone.com/Help/Modular%20Environment%20Design.rar Modular Environment Design.rar] (12 MB) - by [http://www.kevinjohnstone.com/ Kevin Johnstone]. East Coast Game Conference 2011 slides of the talk &amp;quot;Modular Environment Design, Or how I learned to stop worrying and love the grid&amp;quot;. More workflow explained in the threads [http://boards.polycount.net/showthread.php?p=678052#post678052 Lack of Environment Artists], [http://boards.polycount.net/showthread.php?p=924231#post924231 Gears2 Environment Art] and [http://www.zbrushcentral.com/showthread.php?69232-Gears2-Environment-Art-%28step-by-step-page-5%29&amp;amp;p=552991&amp;amp;viewfull=1#post552991 Gears2 Environment Art Step by Step (ZBrush Central)].&lt;br /&gt;
&lt;br /&gt;
[[image:TorFrick_SciFiLab.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=89682]] [http://www.polycount.com/forum/showthread.php?t=89682 An exercise in modular textures - Scifi lab UDK] - by [http://www.torfrick.com/ Tor 'Snefer' Frick]. Extreme [[Texture atlas]]ing and [[ChannelPacking]].&lt;br /&gt;
&lt;br /&gt;
[[Image:ScottJones_InvestigationIntoModularDesignWithinComputerGames.jpg|150px|link=file:Investigation_into_modular_design_within_computer_games_v1.0.pdf]] [[file:Investigation_into_modular_design_within_computer_games_v1.0.pdf|Investigation into Modular Design within Computer Games]] (8.6MB PDF) - by [http://www.polycount.com/forum/member.php?u=37149 Scott Jones]. Research paper on modular workflow. Definition, benefits, history of modularity, usage, methods, case studies, UDK and 3ds Max. See the Polycount forum thread [http://www.polycount.com/forum/showthread.php?t=78444 Modular design within games].&lt;br /&gt;
&lt;br /&gt;
[[Image:EpicGames_UsingWorkflowTechniquesAndModularity.jpg|150px|link=http://udn.epicgames.com/Two/WorkflowAndModularity.html]] [http://udn.epicgames.com/Two/WorkflowAndModularity.html Workflow techniques and modularity with Unreal game technology] - by [http://www.epicgames.com Epic Games]. A guide to setting up your art-to-level-design pipeline and designing modularly.&lt;br /&gt;
&lt;br /&gt;
[[Image:BenHale_ModularEnvironmentArtAppliedFromPlasterTabletopSets.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=116526]] [http://www.polycount.com/forum/showthread.php?t=116526 Modular Environment Art applied from plaster tabletop sets] - by [http://www.polycount.com/forum/member.php?u=14498 Ben &amp;quot;Makkon&amp;quot; Hale]. Polycount forum thread with great visual breakdowns of modular tabeltop models.&lt;br /&gt;
&lt;br /&gt;
[[Image:ChristopherAlbeluhn_VisuallyAppealingBuildingGuide.jpg|150px|link=http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html]] [http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html Visually Appealing Building Guide] - by [http://www.chrisalbeluhn.com Christopher Albeluhn]. An excellent breakdown of how to create visual interest with game buildings. [http://www.chrisalbeluhn.com/3D_Tutorials.html Additional tutorials here].&lt;br /&gt;
&lt;br /&gt;
[[Image:ThiagoKlafke_CreatingModularEnvironmentsInUDK.jpg|150px|link=http://www.thiagoklafke.com/modularenvironments.html]] [http://www.thiagoklafke.com/modularenvironments.html Creating Modular Environments in UDK] - a tutorial by [http://www.thiagoklafke.com/index.html/ Thiago &amp;quot;Minotaur0&amp;quot; Klafke]. Covers the techniques used to make [http://www.thiagoklafke.com/zestfoundation.html Zest Foundation.]&lt;br /&gt;
&lt;br /&gt;
[[Image:ModularMountAndBlade.jpg|150px|link=ModularMountAndBlade]] [[ModularMountAndBlade|Modular Mount &amp;amp; Blade]] - by [http://wypierpapier.blogspot.com/ &amp;quot;gutekfiutek&amp;quot;]. Modular workflow for the mod &amp;quot;Polished Buildings&amp;quot; for the game Mount &amp;amp; Blade.&lt;br /&gt;
&lt;br /&gt;
[[Image:GlynnSmith_ModularBrickWallTiling.jpg|150px|link=http://boards.polycount.net/showthread.php?p=1101338#post1101338]] [http://boards.polycount.net/showthread.php?p=1101338#post1101338 Modular brick wall tiling] - by [http://iamglynnsmith.com/ Glynn Smith]. Tips and screenshots for sculpting modular brick walls.&lt;br /&gt;
&lt;br /&gt;
[[Image:BramEulaers_GenericWallTutorial.jpg|150px|link=http://www.brameulaers.net/tutorials/generic_wall_tutorial/generic_wall_tutorial.html]] [http://www.brameulaers.net/tutorials/generic_wall_tutorial/generic_wall_tutorial.html Generic wall tutorial] - by [http://www.brameulaers.net Bram &amp;quot;Peris&amp;quot; Eulaers]. Using 3ds Max and Mudbox to sculpt tilable modular sections for a stone wall.&lt;br /&gt;
&lt;br /&gt;
[[Image:RyanGreene_SegaRallyRevo.gif|150px|link=http://boards.polycount.net/showthread.php?t=50160]] [http://boards.polycount.net/showthread.php?t=50160 Rock modeling approaches] - a [http://boards.polycount.net/ Polycount] thread. A variety of approaches for sculpting individual rocks and tilable cliffs.&lt;br /&gt;
&lt;br /&gt;
[[Image:OwenShepherd_CreatingPerfectlyTilingMeshes.jpg|150px|link=http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments]] [http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/ Creating Perfectly Tiling Meshes in Zbrush for use in Videogame Environments] - by [http://osart3d.wordpress.com/ Owen &amp;quot;SHEPEIRO&amp;quot; Shepherd]. Using ZBrush&amp;quot;s 2.5D canvas to tile stamped meshes, then using Maya to model tilable geometry.&lt;br /&gt;
&lt;br /&gt;
[[Image:PhilipKlevestav_WorkingWithModularSets.jpg|150px|link=http://www.philipk.net/tutorials/modular_sets/modular_sets.html]] [http://www.philipk.net/tutorials/modular_sets/modular_sets.html  Working with Modular Sets] - by [http://www.philipk.net Philip &amp;quot;PhilipK&amp;quot; Klevestav]. How to design and texture modular sci-fi wall panels.&lt;br /&gt;
&lt;br /&gt;
[[Image:PhilipKlevestav_ModularRocksTutorial.jpg|150px|link=http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html]] [http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html  Working with Modular Rocks] - by [http://www.philipk.net Philip &amp;quot;PhilipK&amp;quot; Klevestav]. How to design, model, and texture modular rock assets, using Crazy Bump, Photoshop, and 3ds Max.&lt;br /&gt;
&lt;br /&gt;
[[Image:AidyBurrows_ModularityAndOddAnglesOnBlendersGrid.jpg|150px|link=http://www.cgmasters.net/free-tutorials/gamedev-4-modularity-odd-angles-on-blenders-grid/]] [http://www.cgmasters.net/free-tutorials/gamedev-4-modularity-odd-angles-on-blenders-grid/ Modularity &amp;amp; Odd Angles on Blender’s Grid] - by [http://www.cgmasters.net/cg-masters-artist-galleries/aidy-burrows/ Aidy Burrows @ CG Masters]. Getting more natural-looking angles in your modular kit.&lt;br /&gt;
&lt;br /&gt;
== Units and Scale ==&lt;br /&gt;
The units and scale you use is very important. Modular meshes should be built to snap to a unit-based grid, and physics calculations depend on certain scales. Fortunately, game editors usually have a scale setting you can use on import to convert from 3d modeler scale into proper game engine scale.&lt;br /&gt;
&lt;br /&gt;
* [http://udn.epicgames.com/Three/UnrealUnits.html UDN: Unreal Units] - what units and scale to use for scenes in Unreal Engine. (Gears of War: 2 units = 1 inch, Unreal Tournament: 1 unit = 2 cm)&lt;br /&gt;
* [http://freesdk.crydev.net/display/SDKDOC3/Measurement+Reference CryENGINE SDK: Measurement Reference] - what units and scale to use for scenes in [[CryEngine]]. (Crysis: 1 unit = 1 meter)&lt;br /&gt;
* [http://docs.unity3d.com/Documentation/Components/FBXImporter-Model.html Unity: Import Settings for Meshes] - what units and scale to use for scenes in Unity. (Unity physics: 1 unit = 1 meter)&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[:Category:EnvironmentModeling]]&lt;br /&gt;
* [[:Category:EnvironmentModularity]]&lt;br /&gt;
* [[:Category:EnvironmentTexturing]] &lt;br /&gt;
* [[:Category:GameDesign]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Environment]] [[Category:EnvironmentModeling]] [[Category:EnvironmentModularity]] [[Category:EnvironmentTexturing]]&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Modular_environments</id>
		<title>Modular environments</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Modular_environments"/>
				<updated>2016-02-16T09:29:59Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Modular Design &amp;amp; Workflow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modular means pieces are made to fit together according to a common pattern, so just a few pieces can be reused multiple times to create a bunch of variety.&lt;br /&gt;
&lt;br /&gt;
== Modular Design &amp;amp; Workflow ==&lt;br /&gt;
How to plan out the development of modular environment pieces, and the workflow for creating them. The design of modular pieces is closely linked to game design; see [[:Category:GameDesign]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:JacobNorris_UDKModularBuildingSetBreakdown.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=144838]] [http://www.polycount.com/forum/showthread.php?t=144838 UE4 Modular Building Set Breakdown] - by [http://www.purepolygons.com/ Jacob &amp;quot;jacob07777&amp;quot; Norris]. Gritty urban city modular system. [[file:JacobNorris_Building_Breakdown.pdf]] (1.5 MB)&lt;br /&gt;
&lt;br /&gt;
[[Image:PaulMandegarian_GearsofWarInspiredEnvironment.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=130848]] [http://www.polycount.com/forum/showthread.php?t=130848 UDK Gears of War Inspired Environment - Modular] - by [http://www.paulmandegarian.com/ Paul &amp;quot;Ahniketos&amp;quot; Mandegarian]. Gears of War themed modular palace environment. Latest art is [http://www.paulmandegarian.com/projects/5128839 here on his website].&lt;br /&gt;
&lt;br /&gt;
[[Image:TorFrick_UDKModularMasterclass.jpg|150px|link=http://eat3d.com/udk_modular]] [http://eat3d.com/udk_modular UDK Modular Masterclass - Efficiently Creating and Entire Scene with Tor Frick] - ($) an Eat3D tutorial by [http://www.torfrick.com/ Tor &amp;quot;snefer&amp;quot; Frick]. Abandoned warehouse modular workflow in UDK, using Modo and Photoshop.&lt;br /&gt;
&lt;br /&gt;
[[Image:HelderPinto_PostApocSceneBreakdown.jpg|150px|link=http://www.helderpinto.com/post-apoc-scene-breakdown/]] [http://www.helderpinto.com/post-apoc-scene-breakdown/ Post apoc scene Breakdown] - by [http://www.helderpinto.com/|Helder &amp;quot;HP&amp;quot; Pinto]. Details about the creation of a modular abandoned warehouse.&lt;br /&gt;
&lt;br /&gt;
[[Image:Halo4_Article.jpg|150px|link=http://polycount.com/discussion/159954/the-environment-art-of-halo-4/p1]] [http://polycount.com/discussion/159954/the-environment-art-of-halo-4 Polycount Article: The Environment Art of Halo 4]. Modular workflow for Halo 4.&lt;br /&gt;
&lt;br /&gt;
[[Image:PatrickSutton_TheEnsignTavern.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=79177]] [http://www.polycount.com/forum/showthread.php?t=79177 the Ensign Tavern] - by [http://www.patricksutton3d.com/ Patrick &amp;quot;PatJS&amp;quot; Sutton]. Breakdowns for a modular multi-floor 19th century building.&lt;br /&gt;
&lt;br /&gt;
[[Image:TylerWinlass_ModularBuildingWorkflow.jpg|150px|link=http://3dmotive.com/series/sci-fi-modular-floor-workflow.html]] [http://3dmotive.com/series/sci-fi-modular-floor-workflow.html Modular Building with UDK] - ($) a 3dmotive tutorial by [http://www.tylerwanlass.com/ Tyler Wanlass]. Covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.&lt;br /&gt;
&lt;br /&gt;
[[Image:JoelBurgess_SkyrimsModularApproachtoLevelDesign.jpg|150px|link=http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html]] [http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] - Transcript from GDC 2013 talk on Skyrim&amp;quot;s Modular Level Design. An excellent in-depth article on Bethesda&amp;quot;s environment art system.&lt;br /&gt;
&lt;br /&gt;
[[Image:KevinJohnstone_ModularEnvironmentDesign.jpg|150px|link=http://www.kevinjohnstone.com/Help/Modular%20Environment%20Design.rar]] [http://www.kevinjohnstone.com/Help/Modular%20Environment%20Design.rar Modular Environment Design.rar] (12 MB) - by [http://www.kevinjohnstone.com/ Kevin Johnstone]. East Coast Game Conference 2011 slides of the talk &amp;quot;Modular Environment Design, Or how I learned to stop worrying and love the grid&amp;quot;. More workflow explained in the threads [http://boards.polycount.net/showthread.php?p=678052#post678052 Lack of Environment Artists], [http://boards.polycount.net/showthread.php?p=924231#post924231 Gears2 Environment Art] and [http://www.zbrushcentral.com/showthread.php?69232-Gears2-Environment-Art-%28step-by-step-page-5%29&amp;amp;p=552991&amp;amp;viewfull=1#post552991 Gears2 Environment Art Step by Step (ZBrush Central)].&lt;br /&gt;
&lt;br /&gt;
[[image:TorFrick_SciFiLab.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=89682]] [http://www.polycount.com/forum/showthread.php?t=89682 An exercise in modular textures - Scifi lab UDK] - by [http://www.torfrick.com/ Tor 'Snefer' Frick]. Extreme [[Texture atlas]]ing and [[ChannelPacking]].&lt;br /&gt;
&lt;br /&gt;
[[Image:ScottJones_InvestigationIntoModularDesignWithinComputerGames.jpg|150px|link=file:Investigation_into_modular_design_within_computer_games_v1.0.pdf]] [[file:Investigation_into_modular_design_within_computer_games_v1.0.pdf|Investigation into Modular Design within Computer Games]] (8.6MB PDF) - by [http://www.polycount.com/forum/member.php?u=37149 Scott Jones]. Research paper on modular workflow. Definition, benefits, history of modularity, usage, methods, case studies, UDK and 3ds Max. See the Polycount forum thread [http://www.polycount.com/forum/showthread.php?t=78444 Modular design within games].&lt;br /&gt;
&lt;br /&gt;
[[Image:EpicGames_UsingWorkflowTechniquesAndModularity.jpg|150px|link=http://udn.epicgames.com/Two/WorkflowAndModularity.html]] [http://udn.epicgames.com/Two/WorkflowAndModularity.html Workflow techniques and modularity with Unreal game technology] - by [http://www.epicgames.com Epic Games]. A guide to setting up your art-to-level-design pipeline and designing modularly.&lt;br /&gt;
&lt;br /&gt;
[[Image:BenHale_ModularEnvironmentArtAppliedFromPlasterTabletopSets.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=116526]] [http://www.polycount.com/forum/showthread.php?t=116526 Modular Environment Art applied from plaster tabletop sets] - by [http://www.polycount.com/forum/member.php?u=14498 Ben &amp;quot;Makkon&amp;quot; Hale]. Polycount forum thread with great visual breakdowns of modular tabeltop models.&lt;br /&gt;
&lt;br /&gt;
[[Image:ChristopherAlbeluhn_VisuallyAppealingBuildingGuide.jpg|150px|link=http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html]] [http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html Visually Appealing Building Guide] - by [http://www.chrisalbeluhn.com Christopher Albeluhn]. An excellent breakdown of how to create visual interest with game buildings. [http://www.chrisalbeluhn.com/3D_Tutorials.html Additional tutorials here].&lt;br /&gt;
&lt;br /&gt;
[[Image:ThiagoKlafke_CreatingModularEnvironmentsInUDK.jpg|150px|link=http://www.thiagoklafke.com/modularenvironments.html]] [http://www.thiagoklafke.com/modularenvironments.html Creating Modular Environments in UDK] - a tutorial by [http://www.thiagoklafke.com/index.html/ Thiago &amp;quot;Minotaur0&amp;quot; Klafke]. Covers the techniques used to make [http://www.thiagoklafke.com/zestfoundation.html Zest Foundation.]&lt;br /&gt;
&lt;br /&gt;
[[Image:ModularMountAndBlade.jpg|150px|link=ModularMountAndBlade]] [[ModularMountAndBlade|Modular Mount &amp;amp; Blade]] - by [http://wypierpapier.blogspot.com/ &amp;quot;gutekfiutek&amp;quot;]. Modular workflow for the mod &amp;quot;Polished Buildings&amp;quot; for the game Mount &amp;amp; Blade.&lt;br /&gt;
&lt;br /&gt;
[[Image:GlynnSmith_ModularBrickWallTiling.jpg|150px|link=http://boards.polycount.net/showthread.php?p=1101338#post1101338]] [http://boards.polycount.net/showthread.php?p=1101338#post1101338 Modular brick wall tiling] - by [http://iamglynnsmith.com/ Glynn Smith]. Tips and screenshots for sculpting modular brick walls.&lt;br /&gt;
&lt;br /&gt;
[[Image:BramEulaers_GenericWallTutorial.jpg|150px|link=http://www.brameulaers.net/tutorials/generic_wall_tutorial/generic_wall_tutorial.html]] [http://www.brameulaers.net/tutorials/generic_wall_tutorial/generic_wall_tutorial.html Generic wall tutorial] - by [http://www.brameulaers.net Bram &amp;quot;Peris&amp;quot; Eulaers]. Using 3ds Max and Mudbox to sculpt tilable modular sections for a stone wall.&lt;br /&gt;
&lt;br /&gt;
[[Image:RyanGreene_SegaRallyRevo.gif|150px|link=http://boards.polycount.net/showthread.php?t=50160]] [http://boards.polycount.net/showthread.php?t=50160 Rock modeling approaches] - a [http://boards.polycount.net/ Polycount] thread. A variety of approaches for sculpting individual rocks and tilable cliffs.&lt;br /&gt;
&lt;br /&gt;
[[Image:OwenShepherd_CreatingPerfectlyTilingMeshes.jpg|150px|link=http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments]] [http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/ Creating Perfectly Tiling Meshes in Zbrush for use in Videogame Environments] - by [http://osart3d.wordpress.com/ Owen &amp;quot;SHEPEIRO&amp;quot; Shepherd]. Using ZBrush&amp;quot;s 2.5D canvas to tile stamped meshes, then using Maya to model tilable geometry.&lt;br /&gt;
&lt;br /&gt;
[[Image:PhilipKlevestav_WorkingWithModularSets.jpg|150px|link=http://www.philipk.net/tutorials/modular_sets/modular_sets.html]] [http://www.philipk.net/tutorials/modular_sets/modular_sets.html  Working with Modular Sets] - by [http://www.philipk.net Philip &amp;quot;PhilipK&amp;quot; Klevestav]. How to design and texture modular sci-fi wall panels.&lt;br /&gt;
&lt;br /&gt;
[[Image:PhilipKlevestav_ModularRocksTutorial.jpg|150px|link=http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html]] [http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html  Working with Modular Rocks] - by [http://www.philipk.net Philip &amp;quot;PhilipK&amp;quot; Klevestav]. How to design, model, and texture modular rock assets, using Crazy Bump, Photoshop, and 3ds Max.&lt;br /&gt;
&lt;br /&gt;
[[Image:AidyBurrows_ModularityAndOddAnglesOnBlendersGrid.jpg|150px|link=http://www.cgmasters.net/free-tutorials/gamedev-4-modularity-odd-angles-on-blenders-grid/]] [http://www.cgmasters.net/free-tutorials/gamedev-4-modularity-odd-angles-on-blenders-grid/ Modularity &amp;amp; Odd Angles on Blender’s Grid] - by [http://www.cgmasters.net/cg-masters-artist-galleries/aidy-burrows/ Aidy Burrows @ CG Masters]. Getting more natural-looking angles in your modular kit.&lt;br /&gt;
&lt;br /&gt;
== Units and Scale ==&lt;br /&gt;
The units and scale you use is very important. Modular meshes should be built to snap to a unit-based grid, and physics calculations depend on certain scales. Fortunately, game editors usually have a scale setting you can use on import to convert from 3d modeler scale into proper game engine scale.&lt;br /&gt;
&lt;br /&gt;
* [http://udn.epicgames.com/Three/UnrealUnits.html UDN: Unreal Units] - what units and scale to use for scenes in Unreal Engine. (Gears of War: 2 units = 1 inch, Unreal Tournament: 1 unit = 2 cm)&lt;br /&gt;
* [http://freesdk.crydev.net/display/SDKDOC3/Measurement+Reference CryENGINE SDK: Measurement Reference] - what units and scale to use for scenes in [[CryEngine]]. (Crysis: 1 unit = 1 meter)&lt;br /&gt;
* [http://docs.unity3d.com/Documentation/Components/FBXImporter-Model.html Unity: Import Settings for Meshes] - what units and scale to use for scenes in Unity. (Unity physics: 1 unit = 1 meter)&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[:Category:EnvironmentModeling]]&lt;br /&gt;
* [[:Category:EnvironmentModularity]]&lt;br /&gt;
* [[:Category:EnvironmentTexturing]] &lt;br /&gt;
* [[:Category:GameDesign]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Environment]] [[Category:EnvironmentModeling]] [[Category:EnvironmentModularity]] [[Category:EnvironmentTexturing]]&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Modular_environments</id>
		<title>Modular environments</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Modular_environments"/>
				<updated>2016-02-16T09:29:16Z</updated>
		
		<summary type="html">&lt;p&gt;SamHatami: /* Modular Design &amp;amp; Workflow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modular means pieces are made to fit together according to a common pattern, so just a few pieces can be reused multiple times to create a bunch of variety.&lt;br /&gt;
&lt;br /&gt;
== Modular Design &amp;amp; Workflow ==&lt;br /&gt;
How to plan out the development of modular environment pieces, and the workflow for creating them. The design of modular pieces is closely linked to game design; see [[:Category:GameDesign]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:JacobNorris_UDKModularBuildingSetBreakdown.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=144838]] [http://www.polycount.com/forum/showthread.php?t=144838 UE4 Modular Building Set Breakdown] - by [http://www.purepolygons.com/ Jacob &amp;quot;jacob07777&amp;quot; Norris]. Gritty urban city modular system. [[file:JacobNorris_Building_Breakdown.pdf]] (1.5 MB)&lt;br /&gt;
&lt;br /&gt;
[[Image:PaulMandegarian_GearsofWarInspiredEnvironment.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=130848]] [http://www.polycount.com/forum/showthread.php?t=130848 UDK Gears of War Inspired Environment - Modular] - by [http://www.paulmandegarian.com/ Paul &amp;quot;Ahniketos&amp;quot; Mandegarian]. Gears of War themed modular palace environment. Latest art is [http://www.paulmandegarian.com/projects/5128839 here on his website].&lt;br /&gt;
&lt;br /&gt;
[[Image:TorFrick_UDKModularMasterclass.jpg|150px|link=http://eat3d.com/udk_modular]] [http://eat3d.com/udk_modular UDK Modular Masterclass - Efficiently Creating and Entire Scene with Tor Frick] - ($) an Eat3D tutorial by [http://www.torfrick.com/ Tor &amp;quot;snefer&amp;quot; Frick]. Abandoned warehouse modular workflow in UDK, using Modo and Photoshop.&lt;br /&gt;
&lt;br /&gt;
[[Image:HelderPinto_PostApocSceneBreakdown.jpg|150px|link=http://www.helderpinto.com/post-apoc-scene-breakdown/]] [http://www.helderpinto.com/post-apoc-scene-breakdown/ Post apoc scene Breakdown] - by [http://www.helderpinto.com/|Helder &amp;quot;HP&amp;quot; Pinto]. Details about the creation of a modular abandoned warehouse.&lt;br /&gt;
&lt;br /&gt;
[[Image:Halo4_Article.jpg|150px|link=http://polycount.com/discussion/159954/the-environment-art-of-halo-4/]] [http://polycount.com/discussion/159954/the-environment-art-of-halo-4 Polycount Article: The Environment Art of Halo 4]. Modular workflow for Halo 4.&lt;br /&gt;
&lt;br /&gt;
[[Image:PatrickSutton_TheEnsignTavern.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=79177]] [http://www.polycount.com/forum/showthread.php?t=79177 the Ensign Tavern] - by [http://www.patricksutton3d.com/ Patrick &amp;quot;PatJS&amp;quot; Sutton]. Breakdowns for a modular multi-floor 19th century building.&lt;br /&gt;
&lt;br /&gt;
[[Image:TylerWinlass_ModularBuildingWorkflow.jpg|150px|link=http://3dmotive.com/series/sci-fi-modular-floor-workflow.html]] [http://3dmotive.com/series/sci-fi-modular-floor-workflow.html Modular Building with UDK] - ($) a 3dmotive tutorial by [http://www.tylerwanlass.com/ Tyler Wanlass]. Covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.&lt;br /&gt;
&lt;br /&gt;
[[Image:JoelBurgess_SkyrimsModularApproachtoLevelDesign.jpg|150px|link=http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html]] [http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] - Transcript from GDC 2013 talk on Skyrim&amp;quot;s Modular Level Design. An excellent in-depth article on Bethesda&amp;quot;s environment art system.&lt;br /&gt;
&lt;br /&gt;
[[Image:KevinJohnstone_ModularEnvironmentDesign.jpg|150px|link=http://www.kevinjohnstone.com/Help/Modular%20Environment%20Design.rar]] [http://www.kevinjohnstone.com/Help/Modular%20Environment%20Design.rar Modular Environment Design.rar] (12 MB) - by [http://www.kevinjohnstone.com/ Kevin Johnstone]. East Coast Game Conference 2011 slides of the talk &amp;quot;Modular Environment Design, Or how I learned to stop worrying and love the grid&amp;quot;. More workflow explained in the threads [http://boards.polycount.net/showthread.php?p=678052#post678052 Lack of Environment Artists], [http://boards.polycount.net/showthread.php?p=924231#post924231 Gears2 Environment Art] and [http://www.zbrushcentral.com/showthread.php?69232-Gears2-Environment-Art-%28step-by-step-page-5%29&amp;amp;p=552991&amp;amp;viewfull=1#post552991 Gears2 Environment Art Step by Step (ZBrush Central)].&lt;br /&gt;
&lt;br /&gt;
[[image:TorFrick_SciFiLab.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=89682]] [http://www.polycount.com/forum/showthread.php?t=89682 An exercise in modular textures - Scifi lab UDK] - by [http://www.torfrick.com/ Tor 'Snefer' Frick]. Extreme [[Texture atlas]]ing and [[ChannelPacking]].&lt;br /&gt;
&lt;br /&gt;
[[Image:ScottJones_InvestigationIntoModularDesignWithinComputerGames.jpg|150px|link=file:Investigation_into_modular_design_within_computer_games_v1.0.pdf]] [[file:Investigation_into_modular_design_within_computer_games_v1.0.pdf|Investigation into Modular Design within Computer Games]] (8.6MB PDF) - by [http://www.polycount.com/forum/member.php?u=37149 Scott Jones]. Research paper on modular workflow. Definition, benefits, history of modularity, usage, methods, case studies, UDK and 3ds Max. See the Polycount forum thread [http://www.polycount.com/forum/showthread.php?t=78444 Modular design within games].&lt;br /&gt;
&lt;br /&gt;
[[Image:EpicGames_UsingWorkflowTechniquesAndModularity.jpg|150px|link=http://udn.epicgames.com/Two/WorkflowAndModularity.html]] [http://udn.epicgames.com/Two/WorkflowAndModularity.html Workflow techniques and modularity with Unreal game technology] - by [http://www.epicgames.com Epic Games]. A guide to setting up your art-to-level-design pipeline and designing modularly.&lt;br /&gt;
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[[Image:BenHale_ModularEnvironmentArtAppliedFromPlasterTabletopSets.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=116526]] [http://www.polycount.com/forum/showthread.php?t=116526 Modular Environment Art applied from plaster tabletop sets] - by [http://www.polycount.com/forum/member.php?u=14498 Ben &amp;quot;Makkon&amp;quot; Hale]. Polycount forum thread with great visual breakdowns of modular tabeltop models.&lt;br /&gt;
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[[Image:ChristopherAlbeluhn_VisuallyAppealingBuildingGuide.jpg|150px|link=http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html]] [http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html Visually Appealing Building Guide] - by [http://www.chrisalbeluhn.com Christopher Albeluhn]. An excellent breakdown of how to create visual interest with game buildings. [http://www.chrisalbeluhn.com/3D_Tutorials.html Additional tutorials here].&lt;br /&gt;
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[[Image:ThiagoKlafke_CreatingModularEnvironmentsInUDK.jpg|150px|link=http://www.thiagoklafke.com/modularenvironments.html]] [http://www.thiagoklafke.com/modularenvironments.html Creating Modular Environments in UDK] - a tutorial by [http://www.thiagoklafke.com/index.html/ Thiago &amp;quot;Minotaur0&amp;quot; Klafke]. Covers the techniques used to make [http://www.thiagoklafke.com/zestfoundation.html Zest Foundation.]&lt;br /&gt;
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[[Image:ModularMountAndBlade.jpg|150px|link=ModularMountAndBlade]] [[ModularMountAndBlade|Modular Mount &amp;amp; Blade]] - by [http://wypierpapier.blogspot.com/ &amp;quot;gutekfiutek&amp;quot;]. Modular workflow for the mod &amp;quot;Polished Buildings&amp;quot; for the game Mount &amp;amp; Blade.&lt;br /&gt;
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[[Image:GlynnSmith_ModularBrickWallTiling.jpg|150px|link=http://boards.polycount.net/showthread.php?p=1101338#post1101338]] [http://boards.polycount.net/showthread.php?p=1101338#post1101338 Modular brick wall tiling] - by [http://iamglynnsmith.com/ Glynn Smith]. Tips and screenshots for sculpting modular brick walls.&lt;br /&gt;
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[[Image:BramEulaers_GenericWallTutorial.jpg|150px|link=http://www.brameulaers.net/tutorials/generic_wall_tutorial/generic_wall_tutorial.html]] [http://www.brameulaers.net/tutorials/generic_wall_tutorial/generic_wall_tutorial.html Generic wall tutorial] - by [http://www.brameulaers.net Bram &amp;quot;Peris&amp;quot; Eulaers]. Using 3ds Max and Mudbox to sculpt tilable modular sections for a stone wall.&lt;br /&gt;
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[[Image:RyanGreene_SegaRallyRevo.gif|150px|link=http://boards.polycount.net/showthread.php?t=50160]] [http://boards.polycount.net/showthread.php?t=50160 Rock modeling approaches] - a [http://boards.polycount.net/ Polycount] thread. A variety of approaches for sculpting individual rocks and tilable cliffs.&lt;br /&gt;
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[[Image:OwenShepherd_CreatingPerfectlyTilingMeshes.jpg|150px|link=http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments]] [http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/ Creating Perfectly Tiling Meshes in Zbrush for use in Videogame Environments] - by [http://osart3d.wordpress.com/ Owen &amp;quot;SHEPEIRO&amp;quot; Shepherd]. Using ZBrush&amp;quot;s 2.5D canvas to tile stamped meshes, then using Maya to model tilable geometry.&lt;br /&gt;
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[[Image:PhilipKlevestav_WorkingWithModularSets.jpg|150px|link=http://www.philipk.net/tutorials/modular_sets/modular_sets.html]] [http://www.philipk.net/tutorials/modular_sets/modular_sets.html  Working with Modular Sets] - by [http://www.philipk.net Philip &amp;quot;PhilipK&amp;quot; Klevestav]. How to design and texture modular sci-fi wall panels.&lt;br /&gt;
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[[Image:PhilipKlevestav_ModularRocksTutorial.jpg|150px|link=http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html]] [http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html  Working with Modular Rocks] - by [http://www.philipk.net Philip &amp;quot;PhilipK&amp;quot; Klevestav]. How to design, model, and texture modular rock assets, using Crazy Bump, Photoshop, and 3ds Max.&lt;br /&gt;
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[[Image:AidyBurrows_ModularityAndOddAnglesOnBlendersGrid.jpg|150px|link=http://www.cgmasters.net/free-tutorials/gamedev-4-modularity-odd-angles-on-blenders-grid/]] [http://www.cgmasters.net/free-tutorials/gamedev-4-modularity-odd-angles-on-blenders-grid/ Modularity &amp;amp; Odd Angles on Blender’s Grid] - by [http://www.cgmasters.net/cg-masters-artist-galleries/aidy-burrows/ Aidy Burrows @ CG Masters]. Getting more natural-looking angles in your modular kit.&lt;br /&gt;
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== Units and Scale ==&lt;br /&gt;
The units and scale you use is very important. Modular meshes should be built to snap to a unit-based grid, and physics calculations depend on certain scales. Fortunately, game editors usually have a scale setting you can use on import to convert from 3d modeler scale into proper game engine scale.&lt;br /&gt;
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* [http://udn.epicgames.com/Three/UnrealUnits.html UDN: Unreal Units] - what units and scale to use for scenes in Unreal Engine. (Gears of War: 2 units = 1 inch, Unreal Tournament: 1 unit = 2 cm)&lt;br /&gt;
* [http://freesdk.crydev.net/display/SDKDOC3/Measurement+Reference CryENGINE SDK: Measurement Reference] - what units and scale to use for scenes in [[CryEngine]]. (Crysis: 1 unit = 1 meter)&lt;br /&gt;
* [http://docs.unity3d.com/Documentation/Components/FBXImporter-Model.html Unity: Import Settings for Meshes] - what units and scale to use for scenes in Unity. (Unity physics: 1 unit = 1 meter)&lt;br /&gt;
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== More Information ==&lt;br /&gt;
* [[:Category:EnvironmentModeling]]&lt;br /&gt;
* [[:Category:EnvironmentModularity]]&lt;br /&gt;
* [[:Category:EnvironmentTexturing]] &lt;br /&gt;
* [[:Category:GameDesign]]&lt;br /&gt;
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----&lt;br /&gt;
[[Category:Environment]] [[Category:EnvironmentModeling]] [[Category:EnvironmentModularity]] [[Category:EnvironmentTexturing]]&lt;/div&gt;</summary>
		<author><name>SamHatami</name></author>	</entry>

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