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 [[Category:Tools#A3D_Sculpting_Software|3D sculpting tool]], but some people use procedural tools.
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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 [[Category: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.
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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.
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== More Information ==
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* [[EnvironmentModularity]]
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* [[EnvironmentSculpting]]
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* [[Polygon Count]]
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* [[ReTopologyModeling]]
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* [[Subdivision Surface Modeling]]
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* [[Topology]]
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* [[:Category:EnvironmentModeling]]
  
 
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[[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

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.

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