Difference between revisions of "Category:EnvironmentModularity"
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Topics about making modular environment art for games. | Topics about making modular environment art for games. | ||
− | ---- | + | 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. |
− | [[Category:Environment]] | + | |
+ | __TOC__ | ||
+ | |||
+ | == Modular Design & Workflow == | ||
+ | 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. | ||
+ | |||
+ | * [http://eat3d.com/udk_modular UDK Modular Masterclass - Efficiently Creating and Entire Scene with Tor Frick] - ($) an Eat3D tutorial by ''[http://www.torfrick.com/ Tor 'snefer' Frick]'' Abandoned warehouse modular workflow in UDK, using Modo and Photoshop. | ||
+ | * [http://www.helderpinto.com/post-apoc-scene-breakdown/ Post apoc scene Breakdown] - by ''[[http://www.helderpinto.com/|Helder '[HP]' Pinto]]'' Details about the creation of a modular abandoned warehouse. | ||
+ | * [https://www.3dmotive.com/f101001 Modular Building Workflow] - ($) a 3dmotive tutorial by ''[http://www.tylerwanlass.com/ Tyler Wanlass]'' Covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK. | ||
+ | * [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's Modular Level Design An excellent in-depth article on Bethesda's environment art system. | ||
+ | * [http://www.kevinjohnstone.com/Help/Modular%20Environment%20Design.rar Modular Environment Design.rar] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]'' East Coast Game Conference 2011 slides of the talk "Modular Environment Design, Or how I learned to stop worrying and love the grid". | ||
+ | * [[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]. | ||
+ | * [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. | ||
+ | * [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 'Makkon']'' Polycount forum thread with great visual breakdowns of modular tabeltop models. | ||
+ | * [http://forums.cgsociety.org/showthread.php?f=39&t=444791&page=7&pp=15#post4855106 Environment workflow from an artist working on a Crysis mod] - by ''[http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell]'' A modular city building and its texture sheet. | ||
+ | * [http://boards.polycount.net/showthread.php?t=54178 Mod Facade Challenge] - by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]'' Breaking up a building into modular pieces and designing the texture sheet. | ||
+ | * [http://boards.polycount.net/showthread.php?t=52743 Adam Bromell's sketchbook thread] - by ''[http://www.adambromell.com Adam 'adamBrome' Bromell]'' Breaking an environment down into modular pieces. | ||
+ | * [http://boards.polycount.net/showthread.php?t=52565 Chris' sketchbook thread] - by ''[http://chrisholden.net/ Chris 'cholden' Holden]'' Environment design & modular workflow. | ||
+ | * [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]. | ||
+ | * [http://www.polycount.com/forum/showthread.php?t=98461 Modular Building Design Workflow?] - a [http://boards.polycount.net/ Polycount] thread Discussion about creating modular buildings, with interiors and exteriors. | ||
+ | * [http://www.thiagoklafke.com/modularenvironments.html Modular Environments in UDK] - a tutorial by ''[http://www.thiagoklafke.com/index.html/ Thiago 'Minotaur0' Klafke]'' Covers the techniques used to make [http://www.thiagoklafke.com/zestfoundation.html Zest Foundation.] | ||
+ | * [http://boards.polycount.net/showthread.php?p=678052#post678052 Environment workflow @ EpicGames] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]'' A summary of the modular workflow used at Epic on Unreal Tournament 3. | ||
+ | * [http://boards.polycount.net/showthread.php?p=924231#post924231 Gears of War 2 modular modeling (Polycount Forum)] and [http://www.zbrushcentral.com/showthread.php?69232-Gears2-Environment-Art-%28step-by-step-page-5%29 Gears2 Environment Art Step by Step (ZBrush Central)] - by ''[http://wiki.polycount.net/Rorshach Kevin Johnstone]'' Tips and screenshots of using the grid for modular work, as well as a ton of useful insight into the Environment worflow at Epic. A highly recommended read! | ||
+ | * [[ModularMountAndBlade|Modular Mount & Blade]] - by ''[http://wypierpapier.blogspot.com/ 'gutekfiutek']'' Modular workflow for the mod "Polished Buildings" for the game Mount & Blade. | ||
+ | * [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. | ||
+ | * [http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html Generic wall tutorial] - by ''[http://www.brameulaers.com Bram 'Peris' Eulaers]'' Using 3ds Max and Mudbox to sculpt tilable modular sections for a stone wall. | ||
+ | * [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. | ||
+ | * [http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/ Creating Perfectly Tiling Meshes in Zbrush for use in Videogame Environments] - by ''[http://osart3d.wordpress.com/ Owen 'SHEPEIRO' Shepherd]'' Using ZBrush's 2.5D canvas to tile stamped meshes, then using Maya to model tilable geometry. | ||
+ | * [http://www.philipk.net/tutorials/modular_sets/modular_sets.html Working with Modular Sets] - by ''[http://www.philipk.net Philip 'PhilipK' Klevestav]'' How to design and texture modular sci-fi wall panels. | ||
+ | * [http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html Working with Modular Rocks] - by ''[http://www.philipk.net Philip 'PhilipK' Klevestav]'' How to design, model, and texture modular rock assets, using Crazy Bump, Photoshop, and 3ds Max. | ||
+ | * [http://www.polycount.com/forum/showthread.php?t=76476 Modular Floor Tiles - Outlined in Shadow] - a Polycount thread How to work around UDK modular problems. | ||
+ | * [http://www.cgmasters.net/free-tutorials/gamedev-4-modularity-odd-angles-on-blenders-grid/ Modular Building With More Natural Angles] - by ''[http://www.cgmasters.net/cg-masters-artist-galleries/aidy-burrows/ Aidy Burrows @ CG Masters]'' Getting more natural looking angles in the modular kit. | ||
+ | |||
+ | == Units and Scale == | ||
+ | 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. | ||
+ | |||
+ | * [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) | ||
+ | * [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) | ||
+ | * [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) | ||
+ | |||
+ | == More Information == | ||
+ | * [[:Category:ConceptEnvironment]] | ||
+ | * [[:Category:EnvironmentModeling]] | ||
+ | * [[:Category:EnvironmentTexturing]] | ||
+ | * [[:Category:GameDesign]] | ||
+ | |||
+ | [[Category:Environment]] [[Category:EnvironmentModeling]] |
Revision as of 12:23, 9 February 2015
Topics about making modular environment art for games.
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.
Modular Design & Workflow
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 for more.
- UDK Modular Masterclass - Efficiently Creating and Entire Scene with Tor Frick - ($) an Eat3D tutorial by Tor 'snefer' Frick Abandoned warehouse modular workflow in UDK, using Modo and Photoshop.
- Post apoc scene Breakdown - by ['[HP' Pinto]] Details about the creation of a modular abandoned warehouse.
- Modular Building Workflow - ($) a 3dmotive tutorial by Tyler Wanlass Covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.
- Skyrim’s Modular Approach to Level Design - Transcript from GDC 2013 talk on Skyrim's Modular Level Design An excellent in-depth article on Bethesda's environment art system.
- Modular Environment Design.rar - by Kevin Johnstone East Coast Game Conference 2011 slides of the talk "Modular Environment Design, Or how I learned to stop worrying and love the grid".
- File:Investigation into modular design within computer games v1.0.pdf (8.6MB PDF) - by 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 Modular design within games.
- Workflow techniques and modularity with Unreal game technology - by Epic Games A guide to setting up your art-to-level-design pipeline and designing modularly.
- Modular Environment Art applied from plaster tabletop sets - by 'Makkon' Polycount forum thread with great visual breakdowns of modular tabeltop models.
- Environment workflow from an artist working on a Crysis mod - by Stefan Morrell A modular city building and its texture sheet.
- Mod Facade Challenge - by Joe 'EarthQuake' Wilson Breaking up a building into modular pieces and designing the texture sheet.
- Adam Bromell's sketchbook thread - by Adam 'adamBrome' Bromell Breaking an environment down into modular pieces.
- Chris' sketchbook thread - by Chris 'cholden' Holden Environment design & modular workflow.
- Visually Appealing Building Guide - by Christopher Albeluhn An excellent breakdown of how to create visual interest with game buildings. Additional tutorials here.
- Modular Building Design Workflow? - a Polycount thread Discussion about creating modular buildings, with interiors and exteriors.
- Modular Environments in UDK - a tutorial by Thiago 'Minotaur0' Klafke Covers the techniques used to make Zest Foundation.
- Environment workflow @ EpicGames - by Kevin Johnstone A summary of the modular workflow used at Epic on Unreal Tournament 3.
- Gears of War 2 modular modeling (Polycount Forum) and Gears2 Environment Art Step by Step (ZBrush Central) - by Kevin Johnstone Tips and screenshots of using the grid for modular work, as well as a ton of useful insight into the Environment worflow at Epic. A highly recommended read!
- Modular Mount & Blade - by 'gutekfiutek' Modular workflow for the mod "Polished Buildings" for the game Mount & Blade.
- Modular brick wall tiling - by Glynn Smith Tips and screenshots for sculpting modular brick walls.
- Generic wall tutorial - by Bram 'Peris' Eulaers Using 3ds Max and Mudbox to sculpt tilable modular sections for a stone wall.
- Rock modeling approaches - a Polycount thread A variety of approaches for sculpting individual rocks and tilable cliffs.
- Creating Perfectly Tiling Meshes in Zbrush for use in Videogame Environments - by Owen 'SHEPEIRO' Shepherd Using ZBrush's 2.5D canvas to tile stamped meshes, then using Maya to model tilable geometry.
- Working with Modular Sets - by Philip 'PhilipK' Klevestav How to design and texture modular sci-fi wall panels.
- Working with Modular Rocks - by Philip 'PhilipK' Klevestav How to design, model, and texture modular rock assets, using Crazy Bump, Photoshop, and 3ds Max.
- Modular Floor Tiles - Outlined in Shadow - a Polycount thread How to work around UDK modular problems.
- Modular Building With More Natural Angles - by Aidy Burrows @ CG Masters Getting more natural looking angles in the modular kit.
Units and Scale
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.
- 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)
- CryENGINE SDK: Measurement Reference - what units and scale to use for scenes in CryEngine. (Crysis: 1 unit = 1 meter)
- Unity: Import Settings for Meshes - what units and scale to use for scenes in Unity. (Unity physics: 1 unit = 1 meter)
More Information
- Category:ConceptEnvironment
- Category:EnvironmentModeling
- Category:EnvironmentTexturing
- Category:GameDesign
Pages in category "EnvironmentModularity"
The following 9 pages are in this category, out of 9 total.