Difference between revisions of "Category:EnvironmentModeling"
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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]]. | ||
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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. | ||
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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]]. | ||
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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]]. | ||
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+ | 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
Contents
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
- 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
Subcategories
This category has the following 3 subcategories, out of 3 total.
Pages in category "EnvironmentModeling"
The following 22 pages are in this category, out of 22 total.
DEFGL |
MOPRS |
TUV |