Difference between revisions of "Category:EnvironmentModeling"
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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]. | ||
* [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). | * [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). | ||
* [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'] | * [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'] |
Revision as of 17:45, 4 November 2014
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. 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
- Environment Art Blog - by Richard 'pipes' Piper and Rogelio 'rogelio' Olguin, also see the Polycount Forum thread.
- 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
- Integrating rubble into a path - by Joshua Stubbles
Pages In This Category
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 |