Difference between revisions of "Environment Modeling"

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(Environment Modeling Tutorials)
 
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== Environment Modeling Tutorials ==
 
== Environment Modeling Tutorials ==
* [https://environmentart.wordpress.com/ Environment Art Blog] - by [http://www.richardpipespiper.com/ Richard 'pipes' Piper] and [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin], also see the [http://www.polycount.com/forum/showthread.php?t=143337 Polycount Forum thread].
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* [https://environmentart.wordpress.com/ Environment Art Blog] - by [http://www.richardpipespiper.com/ Richard 'pipes' Piper] and [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin], also see the [http://polycount.com/discussion/143337 Polycount Forum thread].
* [http://www.polycount.com/forum/showthread.php?t=89151 Blade & Soul Environments] Polycount forum thread, plus info on large terrains in UE3 (Unreal Engine 3).
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* [http://polycount.com/discussion/89151 Blade & Soul Environments] Polycount forum thread, plus info on large terrains in UE3 (Unreal Engine 3).
* [http://www.polycount.com/forum/showthread.php?t=88933 How to make terrains for games] - by [http://www.polycount.com/forum/member.php?u=21965 'choco']
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* [http://polycount.com/discussion/88933 How to make terrains for games] - by [http://polycount.com/profile/discussions/choco 'choco']
* [http://www.polycount.com/forum/showpost.php?p=1424523&postcount=8591 Erosion Terrain Tutorial] - by [http://www.polycount.com/forum/member.php?u=21965 'choco']
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* [http://polycount.com/discussion/comment/1424523#Comment_1424523 Erosion Terrain Tutorial] - by [http://polycount.com/profile/discussions/choco 'choco']
* [http://boards.polycount.net/showthread.php?t=62114 Gears2 Environment Art] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]
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* [http://polycount.com/discussion/62114 Gears2 Environment Art] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]
* [http://boards.polycount.net/showthread.php?t=54311 UT3 & Gears Environment Art] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]
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* [http://polycount.com/discussion/54311 UT3 & Gears Environment Art] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]
* [http://www.polycount.com/forum/showthread.php?p=1492296#post1492296 UT3 & Gears Environment Art - Step By Step] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]
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* [http://polycount.com/discussion/comment/1492296#Comment_1492296 UT3 & Gears Environment Art - Step By Step] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]
* [[attachment:rorshach_scifi_supportbeam.pdf|SciFi Support Beam PDF]] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]
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* [[File:Rorshach_scifi_supportbeam.pdf]] - by [http://www.kevinjohnstone.com/ Kevin Johnstone], see also the Forum thread [https://polycount.com/discussion/40822/scifi-support-beam/p1 SciFi Support Beam]
 
* [http://chrisholden.net/tutor/ Environment tutorials] - by [http://chrisholden.net/ Chris 'cholden' Holden]
 
* [http://chrisholden.net/tutor/ Environment tutorials] - by [http://chrisholden.net/ Chris 'cholden' Holden]
* [http://boards.polycount.net/showthread.php?t=40608 Environment modeling basics] Polycount forum thread
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* [http://polycount.com/discussion/40608 Environment modeling basics] Polycount forum thread
* [http://boards.polycount.net/showthread.php?t=53002 Environment Modeling FAQ & Resources] Polycount forum thread
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* [http://polycount.com/discussion/53002 Environment Modeling FAQ & Resources] Polycount forum thread
 
* [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]
 
* [[ModelingRubbleIntoAPath|Integrating rubble into a path]] - by [http://www.ivassago.com Joshua Stubbles]
 
* [[ModelingRubbleIntoAPath|Integrating rubble into a path]] - by [http://www.ivassago.com Joshua Stubbles]

Latest revision as of 22:12, 3 December 2024

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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