Difference between revisions of "Category:EnvironmentModeling"

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== Normal Map Modeling ==
 
== Normal Map Modeling ==
Normal maps for mechanical/constructed items are often done with subdivision surface modeling. See [[SubdivisionSurfaceModeling#Hard_Surfaces]].
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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]].
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.
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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.
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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.
 
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.
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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.
See [[Category:Tools#A2D_Normal_Map_Software]].
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== Environment Modeling Tutorials ==
 
== Environment Modeling Tutorials ==
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* [http://www.vimeo.com/album/227064 De-Constructing "DemonThrone" – A Video Series] - by [http://www.jasonlavoie.net/ Jason Lavoie]
 
* [http://www.vimeo.com/album/227064 De-Constructing "DemonThrone" – A Video Series] - by [http://www.jasonlavoie.net/ Jason Lavoie]
  
== Pages in This Category ==
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== Pages In This Category ==
  
  
 
[[Category:Environment]]
 
[[Category:Environment]]

Revision as of 10:22, 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. See CharacterSculpting#Hard-Surface_Sculpting.

Normal maps for organic/natural assets are usually made entirely in your, but some people use procedural tools. See EnvironmentSculpting.

Sometimes you can shortcut the sculpting/baking process by using a like nDo or Crazy Bump. This can save a lot of time, but can cause seams if you're not careful.

Environment Modeling Tutorials

Pages In This Category

Subcategories

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

Personal tools
Namespaces

Variants
Actions
Navigation
Tools