Difference between revisions of "Category:Environment"

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Topics about the design and creation of levels and environment artwork in games. See also [[Level Design]].
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Environment]]
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= Category: Environment =
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Topics about the design and creation of levels and environment artwork in games.
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[[TableOfContents]]
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[[Anchor(LD)]]
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== Level Design ==
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* [http://forums.mapcore.net/viewtopic.php?f=57&t=3913 Level Design Help Files], a collection of help sites for level design themed files - from the ''[http://forums.mapcore.net MapCore]'' forums
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* [http://www.adambromell.com/articles/article3.html Environment Artist: The Story Teller] - by ''[http://www.adambromell.com Adam "adamBrome" Bromell]''
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* [http://developer.valvesoftware.com/wiki/How_To_Develop_A_Map_That_Works How To Develop A Map That Works] - from ''The Valve Developer Community''
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* [http://wiki.beyondunreal.com/Legacy:Map_Planning Map Planning] - from the ''Unreal Wiki''
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* [http://www.fcmaps.net/files/public/tutorials/Bens_Small_Bible_of_Realistic_Multiplayer_Level_Design.pdf Ben's Small Bible of Realistic Multiplayer Level Design] by ''Benjamin Bauer''
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* [http://www.interlopers.net/index.php?page=what-is-level-design What Is Level Design?] - by ''Sérgio Duarte''
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* [http://www.theinspiracy.com/Current%20Rules%20Master%20List.htm The 400 Project] - by ''[http://www.finitearts.com/Pages/biopage.html Hal Barwood]'' & ''[http://www.theinspiracy.com/ Noah Falstein]''
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* [http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter6.html Design Techniques and Ideals] from ''[http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html The Art of Computer Game Design]'' - by ''[http://en.wikipedia.org/wiki/Chris_Crawford_%28game_designer%29 Chris Crawford]''
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* [http://www.amazon.com/Level-Design-Concept-Theory-Practice/dp/1568813384 Level Design: Concept, Theory, and Practice] ($) - by ''Rudolf Kremers''
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* [http://www.hourences.com/book/bookgameplay.htm The Hows and Whys of Level Design] ($) - by ''Sjoerd "hourences" De Jong''
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* [http://en.wikipedia.org/wiki/Visual_semiotics Visual Semiotics] - from ''Wikipedia''<br>Environments involve the player more if they have several layers of thinking behind their design.
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* [http://wiki.answers.com/Q/What_is_a_visual_metaphor What is a visual metaphor?] - from ''Answers.com''
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[[Anchor(LDB)]]
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== Level Design Blogs ==
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* [http://lifeofadesignmonkey.blogspot.com/ Life of a Design Monkey] - a blog by ''Mark Davies'', game designer at Ninja Theory
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* [http://randomencounters.vox.com/ Random Encounters in Imaginary Realms] - a blog by ''Random Encounters'', game designer
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* [http://www.lostgarden.com/ Lost Garden] - a blog by ''Danc'', game designer
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* [http://cliffyb.com/rants/ CliffyB.com] - a blog by ''Cliff Bleszinski'', game designer at Epic Games
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* [http://www.johnsto.co.uk/design Level Design] - a blog by ''David Alexander Johnston'', freelance game designer
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[[Anchor(EC)]]
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== Environment Concepting ==
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* [http://www.conceptart.org/forums/forumdisplay.php?f=140 Enviromentoring] and [http://www.conceptart.org/forums/forumdisplay.php?f=42 Tutorials, Tips & Tricks] - at [http://www.conceptart.org ConceptArt.Org]
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* [http://www.handprint.com/HP/WCL/tech10.html elements of perspective] - by ''[http://www.handprint.com Bruce MacEvoy]''
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* [http://www.youtube.com/watch?v=NwBcssDYJ3o Whit Brachna Snowy Mountain] timelapse video with voiceover - by ''[http://brushbook.com Whit Brachna]'' ([http://www.youtube.com/user/MassiveDVD#g/u more freebies from Massive Black])
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* [http://artpad.org/wordpress/wp-content/gallery/old-work/step%20by%20step.jpg Coastline] step by step image - by ''[http://artpad.org Jaime Jones]'' ([http://artpad.org/wordpress/wp-content/gallery/2005-2007/coastline2.jpg final])
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* [http://daarken.com/flash2005/tutorials/fire_escape_02.pdf Fire Escape] step by step image - by ''[http://daarken.com/ Daarken]''
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* [http://www.thegnomonworkshop.com/store/category/43/Feng-Zhu Concept Design Video Tutorials] ($) - by ''[http://www.artbyfeng.com/ Feng Zhu]''
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* [http://www.thegnomonworkshop.com/store/product/55/The-Techniques-of-Dylan-Cole-1 Introduction to Landscape Matte Painting] ($) - by ''[http://www.dylancolestudio.com/ Dylan Cole]''
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* [http://amzn.com/9563100166 Perspective Made Easy] ($) - by ''Ernest R. Norling''
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[[Anchor(EW)]][[Anchor(EWAM)]]
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== Environment Workflow & Modularity ==
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* [http://udn.epicgames.com/Two/WorkflowAndModularity.html Workflow techniques and modularity with Unreal game technology] - by ''[http://www.epicgames.com Epic Games]''<br>A guide to setting up your art-to-level-design pipeline and designing modularly.
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* [http://boards.polycount.net/showthread.php?p=678052#post678052 Environment workflow @ EpicGames] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]''<br>A summary of the modular workflow used at Epic on Unreal Tournament 3.
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* [http://boards.polycount.net/showthread.php?p=924231#post924231 Gears of War 2 modular modeling] - by ''[http://wiki.polycount.net/Rorshach Kevin Johnstone]'' <br>Tips and screenshots of using the grid for modular work, as well as a ton of useful insight into the Environment worflow at Epic. A highly recommended read!
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* [http://boards.polycount.net/showthread.php?p=1101338#post1101338 Modular brick wall tiling] - by ''[http://iamglynnsmith.com/ Glynn Smith]''<br>Tips and screenshots for sculpting modular brick walls.
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* [http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html Generic wall tutorial] - by ''[http://www.brameulaers.com Bram "Peris" Eulaers]''<br>Using 3ds Max and Mudbox to sculpt tilable modular sections for a stone wall.
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* [http://boards.polycount.net/showthread.php?t=50160 Rock modeling approaches] - a [http://boards.polycount.net/ Polycount] thread <br>A variety of approaches for sculpting individual rocks and tilable cliffs.
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* [http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/ Creating Perfectly Tiling Meshes in Zbrush for use in Videogame Environments] - by ''[http://osart3d.wordpress.com/ Owen "SHEPEIRO" Shepherd]''<br>Using ZBrush's 2.5D canvas to tile stamped meshes, then using Maya to model tilable geometry.
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* [http://www.hourences.com/book/tutorialsindex.htm Unreal Engine 3 tutorials, game industry articles, level design/art/technical tutorials] - by ''[http://www.hourences.com Sjoerd "hourences" De Jong]''<br>A ton of tutorials and articles about designing levels with the Unreal Technology.
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* [http://forums.cgsociety.org/showthread.php?f=39&t=444791&page=7&pp=15#post4855106 Environment workflow from an artist working on a Crysis mod] - by ''[http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell]''<br>A modular city building and its texture sheet.
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* [http://boards.polycount.net/showthread.php?t=54178 Mod Facade Challenge] - by ''[http://www.linkedin.com/in/earthquake Joe "EarthQuake" Wilson]''<br>Breaking up a building into modular pieces and designing the texture sheet.
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* [http://boards.polycount.net/showthread.php?t=51254 Maintaining the suspension of disbelief...] Polycount thread<br>Discussion about the importance of using imperfection to create believable worlds.
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* [http://boards.polycount.net/showthread.php?t=52743 Adam Bromell's sketchbook thread] - by ''[http://www.adambromell.com Adam "adamBrome" Bromell]''<br>Breaking an environment down into modular pieces.
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* [http://boards.polycount.net/showthread.php?t=52565 Chris' sketchbook thread] - by ''[http://chrisholden.net/ Chris "cholden" Holden]''<br>Environment design & modular workflow.
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* [http://www.3dbuzz.com/vbforum/sv_videonav.php?fid=836eb5e382b5d9f430df48883fca918e Level Design Video Tutorials] - from ''[http://www.3dbuzz.com 3DBuzz]''<br>A ton of useful tutorials and design tips about creating levels.
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* [http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html Visually Appealing Building Guide] - by ''[http://www.chrisalbeluhn.com Christopher Albeluhn]''<br>An excellent breakdown of how to create visual interest with game buildings. [http://www.chrisalbeluhn.com/3D_Tutorials.html Additional tutorials here].
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* The [wiki:Self:Digital_Sculpting#TS Digital Sculpting] section has more tutorials about modular workflow.
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[[Anchor(EM)]]
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== Environment Modeling ==
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* [http://boards.polycount.net/showthread.php?t=62114 Gears2 Environment Art] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]''
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* [http://boards.polycount.net/showthread.php?t=54311 UT3 & Gears Environment Art] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]''
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* [attachment:rorshach_scifi_supportbeam.pdf SciFi Support Beam PDF] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]''
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* [http://chrisholden.net/tutor/ Environment tutorials] - by ''[http://chrisholden.net/ Chris "cholden" Holden]''
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* [http://boards.polycount.net/showthread.php?t=40608 Environment modeling basics] - from the ''[http://boards.polycount.net Polycount boards]''
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* The [[Category:Modeling]] section has more tutorials about modeling.
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[[Anchor(EF)]]
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== Environment Foliage ==
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* [http://boards.polycount.net/showthread.php?p=1021264 3D TreesTutorials] thread from the ''[http://boards.polycount.net Polycount boards]''<br> Multiple methods.
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* [http://www.game-artist.net/forums/support-tech-discussion/11251-trees-beginners-3ds-max-tutorial.html Trees for Beginners in 3ds Max Tutorial] - by ''"braveryd"''<br> Using the AEC Extended: Foliage tree generator in 3ds Max.
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* [http://www.andyzibits.com/tut_particle_tree_generation.html Tree creation using particle generator] - by ''[http://www.andyzibits.com Andy Zibits]''<br> Using a particle system in 3ds Max.
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* [http://learnfobia.com/category-Maya-129/tutorial-Sprite-Based-Particle-Trees-2259.html Sprite-Based Particle Trees] - by ''[http://stores.lulu.com/sunchirp Steven J. Tubbrit]''<br> Using a particle system in Maya.
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* [http://www.andyzibits.com/tut_maya_low_poly.html Ultra-efficient tree texturing and modeling] - by ''[http://www.andyzibits.com Andy Zibits]''<br> Using ''Paint Effects'' in Maya to create the foliage texture and branches.
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* [http://boards.polycount.net/showthread.php?p=1020341#post1020341 Low-poly Tree Using Maya PaintFX] - by ''[http://www.mobygames.com/developer/sheet/view/developerId,107125/ Jeramy Cooke]''<br> Using ''Paint Effects'' in Maya to create the foliage texture, then hand-modeling the tree.
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* [http://boards.polycount.net/showthread.php?p=1122194#post1122194 Bending the vertex normals for better shading] - by ''[http://ericchadwick.com Eric Chadwick]''<br> Using the [http://www.scriptspot.com/3ds-max/scripts/normal-thief Normal Thief] script in 3ds Max to bend the vertex normals of low-poly foliage planes.
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* [http://http.developer.nvidia.com/GPUGems3/gpugems3_ch16.html Vegetation Procedural Animation and Shading in Crysis] - by ''[https://www.cmpevents.com/GD08/a.asp?option=G&V=3&id=563008 Tiago Sousa]''<br> A detailed overview of Crytek's process for vegetation shading.
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[[Anchor(FMT)]]
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=== Foliage Modeling Tools ===
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There are a lot of tools for modeling high-resolution plants, but few for modeling game-resolution models. Here are a few...
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* [http://ngplant.sourceforge.net/ ngPlant]
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* [http://www.frecle.net/index.php?show=treed.about frecle tree[d]]
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* [http://www.scriptspot.com/3ds-max/scripts/tree-maker TreeMaker script for 3ds Max]
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* [http://www.branches.ws/ Branches script for 3ds Max]
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* [http://www.youtube.com/watch?v=bG79EosNiBQ SpeedTree in UDK] ($)
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[[Anchor(ES)]]
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== Environment Sculpting ==
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See the [[Digital Sculpting]] section of the Polycount wiki.
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[[Anchor(ES2)]]
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== Environment Skies ==
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* [http://boards.polycount.net/showthread.php?t=68600 Skymap workflow] by ''[http://boards.polycount.net/member.php?u=27009 divi]'' for converting a sky panorama into a square texture, the way Epic does. [attachment:Skymap_workflow.pdf PDF here]
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* [http://www.outpt.co.uk/how-to-convert-a-skybox-to-a-skydome/ How to: Convert a Skybox to a Skydome] by ''[http://www.outpt.co.uk/about/ Outpt]'' for use in Unreal.
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* [http://boards.polycount.net/showthread.php?t=45543 360 HDR skies for sale?] from the [http://boards.polycount.net Polycount forums] has a tutorial and links about photographing HDR skies.
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* [[Cube_Map|Cube Map]] wiki section describes how to create and use cubemaps.
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[[Anchor(ET)]]
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== Environment Texturing ==
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* [http://vimeo.com/9067032 Texture Workflow videos] - by ''[http://www.hitenmistry.com/ Hiten "Mistry10" Mistry]'', from the Polycount thread ''[http://boards.polycount.net/showthread.php?t=69850 Mistry's Texture Workflow w/Video]''
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* [http://www.game-artist.net/forums/tutorials/182-step-step-techniques-tiling-textures-3ds-max.html Creating tiling textures in 3dsmax] - by ''[http://chrisholden.net/ Chris "cholden" Holden]''
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* [http://poopinmymouth.com/process/tips/thirding.jpg Thirding - Utilizing your texture space for environment work] - by ''[http://poopinmymouth.com/ Ben "poopinmymouth" Mathis]''
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* [http://forums.cgsociety.org/showthread.php?f=46&t=373024 Hard Surface Texture Painting] - by ''[http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell]''
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* [http://www.doom3world.org/phpbb2/viewtopic.php?t=17688 Tutorial: Brick Arch (Baking Multiple Maps in 3dsmax)] - by ''[http://boards.polycount.net/member.php?u=18074 mikebart]''
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* [http://udn.epicgames.com/Two/VertexBlendingTutorial.html UDN UnrealEngine2 Vertex Blending Tutorial] - by ''[http://epicgames.com Epic Games]''
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* [http://boards.polycount.net/showpost.php?p=756818&postcount=18 Using vertex blending to grunge a level and add variety] - by ''[http://www.strangefate.com/ Mario "StrangeFate" Vazquez]''
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* [http://www.hourences.com/book/tutorialsue3terrain.htm UE3 Terrain Tutorial] - by ''[http://www.hourences.com Sjoerd "hourences" De Jong]''
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* [http://www.moddb.com/tutorials/lighting-in-game-environments-the-hows-and-whys Lighting in game environments] - by ''[http://www.hourences.com Sjoerd "hourences" De Jong]''
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* [http://www.amazon.com/Painting-Light-John-Alton/dp/0520089499 Painting with Light] - by the cinematographer ''John Alton''.
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[[Anchor(II)]]
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== Industry Information ==
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* [http://boards.polycount.net/showthread.php?t=52862 Percentage of environment artists .vs. character artists at most studios] - from the ''[http://boards.polycount.net Polycount boards]''
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* [http://boards.polycount.net/showthread.php?t=52412 What's the difference between a level designer and environment artist?] - from the ''[http://boards.polycount.net Polycount boards]''
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* [[GameBusiness]] has links for threads and articles about how to get game jobs, how to negotiate your salary, how to manage your role, etc.
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[[Anchor(IR)]]
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== Inspiration & Reference ==
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* [http://images.google.com/ Google Image Search]
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* [http://flickr.com/search/advanced/ Flickr Image Search]
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* [http://images.search.yahoo.com/images/advanced?ei=UTF-8 Yahoo Image Search]
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* [http://www.bbcmotiongallery.com/Customer/AdvancedSearch.aspx? BBC Motion Gallery] - video reference
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* [http://www.corbismotion.com/ Corbis Motion] - video reference
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* [http://www.gettyimages.com/Search/AdvancedSearch.aspx Getty Images Footage] - video reference
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* [http://www.game-artist.net/forums/support-tech-discussion/4379-reference-thread.html Game Artist Forums - Reference Thread]
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* [http://boards.polycount.net/showthread.php?t=34320 Polycount Forums - Reference Thread]
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* [http://boards.polycount.net/showthread.php?t=53002 Polycount Forums - Environment Modeling FAQ & Resources]
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<br>
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* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Environment]]
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Latest revision as of 19:12, 27 May 2016

Topics about the design and creation of levels and environment artwork in games. See also Level Design.

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