Difference between revisions of "Environment Modeling"
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[[NormalMap|Normal maps]] for mechanical/constructed items are often done with subdivision surface modeling. See [[SubdivisionSurfaceModeling#Hard_Surfaces]]. To add some organic wear and tear, artists bring their finished sub-d models into Zbrush or Mudbox or 3DCoat for a quick sculpt pass. Some artists do all their mechanical work in a sculpting app, but it seems to be a bit harder to get clean results. See [[CharacterSculpting#Hard-Surface_Sculpting]]. | [[NormalMap|Normal maps]] for mechanical/constructed items are often done with subdivision surface modeling. See [[SubdivisionSurfaceModeling#Hard_Surfaces]]. To add some organic wear and tear, artists bring their finished sub-d models into Zbrush or Mudbox or 3DCoat for a quick sculpt pass. Some artists do all their mechanical work in a sculpting app, but it seems to be a bit harder to get clean results. See [[CharacterSculpting#Hard-Surface_Sculpting]]. | ||
− | Normal maps for organic/natural assets are usually made entirely in your [[ | + | Normal maps for organic/natural assets are usually made entirely in your [[Tools#A3D_Sculpting_Software|3D sculpting tool]], but some people use procedural tools. |
See [[EnvironmentSculpting]]. | See [[EnvironmentSculpting]]. | ||
− | Sometimes you can shortcut the sculpting/baking process by using a [[ | + | Sometimes you can shortcut the sculpting/baking process by using a [[Tools#A2D_Normal_Map_Software|2D normal mapping tool]] like nDo or Crazy Bump. This can save a lot of time, but can cause seams if you're not careful. |
+ | |||
+ | == More Information == | ||
+ | * [[EnvironmentModularity]] | ||
+ | * [[EnvironmentSculpting]] | ||
+ | * [[Polygon Count]] | ||
+ | * [[ReTopologyModeling]] | ||
+ | * [[Subdivision Surface Modeling]] | ||
+ | * [[Topology]] | ||
+ | * [[:Category:EnvironmentModeling]] | ||
---- | ---- | ||
[[Category:Environment]][[Category:EnvironmentModeling]] | [[Category:Environment]][[Category:EnvironmentModeling]] |
Revision as of 12:12, 14 March 2015
About modeling levels and environments in games.
Environment Modeling Tutorials
- Environment Art Blog - by Richard 'pipes' Piper and Rogelio 'rogelio' Olguin, also see the Polycount Forum thread.
- Blade & Soul Environments Polycount forum thread, plus info on large terrains in UE3 (Unreal Engine 3).
- How to make terrains for games - by 'choco'
- Erosion Terrain Tutorial - by 'choco'
- Gears2 Environment Art - by Kevin Johnstone
- UT3 & Gears Environment Art - by Kevin Johnstone
- UT3 & Gears Environment Art - Step By Step - by Kevin Johnstone
- SciFi Support Beam PDF - by Kevin Johnstone
- Environment tutorials - by Chris 'cholden' Holden
- Environment modeling basics Polycount forum thread
- Environment Modeling FAQ & Resources Polycount forum thread
- De-Constructing "DemonThrone" – A Video Series - by Jason Lavoie
- Integrating rubble into a path - by Joshua Stubbles
Normal Map Modeling
Normal maps for mechanical/constructed items are often done with subdivision surface modeling. See SubdivisionSurfaceModeling#Hard_Surfaces. To add some organic wear and tear, artists bring their finished sub-d models into Zbrush or Mudbox or 3DCoat for a quick sculpt pass. Some artists do all their mechanical work in a sculpting app, but it seems to be a bit harder to get clean results. See CharacterSculpting#Hard-Surface_Sculpting.
Normal maps for organic/natural assets are usually made entirely in your 3D sculpting tool, but some people use procedural tools. See EnvironmentSculpting.
Sometimes you can shortcut the sculpting/baking process by using a 2D normal mapping tool like nDo or Crazy Bump. This can save a lot of time, but can cause seams if you're not careful.
More Information
- EnvironmentModularity
- EnvironmentSculpting
- Polygon Count
- ReTopologyModeling
- Subdivision Surface Modeling
- Topology
- Category:EnvironmentModeling