Difference between revisions of "Category:EnvironmentModeling"

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(Modeling Process)
(== Normal Map Modeling ==)
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== Modeling Process ==
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== Normal Map Modeling ==
 
Normal maps for mechanical/constructed items are often done with subdivision surface modeling. See [[SubdivisionSurfaceModeling#Hard_Surfaces]].
 
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.
 
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. Your mileage may vary, see what works for you.
 
Some artists do all their mechanical work in a sculpting app, but it seems to be a bit harder to get clean results. Your mileage may vary, see what works for you.
 
See [[CharacterSculpting#Hard-Surface_Sculpting]].
 
See [[CharacterSculpting#Hard-Surface_Sculpting]].
 
Sometimes you can shortcut the sculpting/baking process by using a 2D normal mapping tool like nDo or Crazy Bump. Can save a lot of time, but can cause seams if you're not careful.
 
See [[Category:Tools#A2D_Normal_Map_Software]].
 
  
 
Normal maps for organic/natural assets are usually made entirely in your 3D sculpting app, but some people use procedural tools.
 
Normal maps for organic/natural assets are usually made entirely in your 3D sculpting app, but some people use procedural tools.
 
See [[EnvironmentSculpting]].
 
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.
 +
See [[Category:Tools#A2D_Normal_Map_Software]].
  
 
== Pages in This Category ==
 
== Pages in This Category ==

Revision as of 11:19, 3 August 2012

Category Environment Modeling

Topics about modeling levels and environments in games.


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. Your mileage may vary, see what works for you. See CharacterSculpting#Hard-Surface_Sculpting.

Normal maps for organic/natural assets are usually made entirely in your 3D sculpting app, 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. See.

Pages in This Category

Environment Modeling Tutorials

Subcategories

This category has the following 3 subcategories, out of 3 total.

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