Difference between revisions of "Category:Environment"
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* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Environment]] | * [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Environment]] | ||
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Topics about the design and creation of levels and environment artwork in games. | Topics about the design and creation of levels and environment artwork in games. | ||
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== Level Design == | == Level Design == | ||
* [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 | * [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.amazon.com/Level-Design-Concept-Theory-Practice/dp/1568813384 Level Design: Concept, Theory, and Practice] ($) - by ''Rudolf Kremers'' | * [http://www.amazon.com/Level-Design-Concept-Theory-Practice/dp/1568813384 Level Design: Concept, Theory, and Practice] ($) - by ''Rudolf Kremers'' | ||
* [http://www.hourences.com/book/bookgameplay.htm The Hows and Whys of Level Design] ($) - by ''Sjoerd "hourences" De Jong'' | * [http://www.hourences.com/book/bookgameplay.htm The Hows and Whys of Level Design] ($) - by ''Sjoerd "hourences" De Jong'' | ||
− | * [http://en.wikipedia.org/wiki/Visual_semiotics Visual Semiotics] - from ''Wikipedia''< | + | * [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. |
* [http://wiki.answers.com/Q/What_is_a_visual_metaphor What is a visual metaphor?] - from ''Answers.com'' | * [http://wiki.answers.com/Q/What_is_a_visual_metaphor What is a visual metaphor?] - from ''Answers.com'' | ||
− | + | <span id="LDB"></span> | |
== Level Design Blogs == | == Level Design Blogs == | ||
* [http://lifeofadesignmonkey.blogspot.com/ Life of a Design Monkey] - a blog by ''Mark Davies'', game designer at Ninja Theory | * [http://lifeofadesignmonkey.blogspot.com/ Life of a Design Monkey] - a blog by ''Mark Davies'', game designer at Ninja Theory | ||
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* [http://www.johnsto.co.uk/design Level Design] - a blog by ''David Alexander Johnston'', freelance game designer | * [http://www.johnsto.co.uk/design Level Design] - a blog by ''David Alexander Johnston'', freelance game designer | ||
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== Environment Concepting == | == Environment Concepting == | ||
* [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] | * [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.thegnomonworkshop.com/store/category/43/Feng-Zhu Concept Design Video Tutorials] ($) - by ''[http://www.artbyfeng.com/ Feng Zhu]'' | * [http://www.thegnomonworkshop.com/store/category/43/Feng-Zhu Concept Design Video Tutorials] ($) - by ''[http://www.artbyfeng.com/ Feng Zhu]'' | ||
* [http://www.thegnomonworkshop.com/store/product/55/The-Techniques-of-Dylan-Cole-1 Introduction to Landscape Matte Painting] ($) - by ''[http://www.dylancolestudio.com/ Dylan Cole]'' | * [http://www.thegnomonworkshop.com/store/product/55/The-Techniques-of-Dylan-Cole-1 Introduction to Landscape Matte Painting] ($) - by ''[http://www.dylancolestudio.com/ Dylan Cole]'' | ||
− | .[http://wiki.polycount.net http://boards.polycount.net/images/smilies/pcount/icons/icon_arrow.gif] The [ | + | .[http://wiki.polycount.net {{http://boards.polycount.net/images/smilies/pcount/icons/icon_arrow.gif}}] The [[2D Tutorials|2D Tutorials]] section has more tutorials and resources for concept painting. |
− | + | <span id="EW"></span><span id="EWAM"></span> | |
== Environment Workflow & Modularity == | == Environment Workflow & Modularity == | ||
− | * [http://udn.epicgames.com/Two/WorkflowAndModularity.html Workflow techniques and modularity with Unreal game technology] - by ''[http://www.epicgames.com Epic Games]''< | + | * [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. |
− | * [http://boards.polycount.net/showthread.php?p=678052#post678052 Environment workflow @ EpicGames] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]''< | + | * [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. |
− | * [http://boards.polycount.net/showthread.php?p=924231#post924231 Gears of War 2 modular modeling] - by ''[http://wiki.polycount.net/Rorshach Kevin Johnstone]'' < | + | * [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! |
− | * [http://boards.polycount.net/showthread.php?p=1101338#post1101338 Modular brick wall tiling] - by ''[http://iamglynnsmith.com/ Glynn Smith]''< | + | * [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. |
− | * [http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html Generic wall tutorial] - by ''[http://www.brameulaers.com Bram "Peris" Eulaers]''< | + | * [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. |
− | * [http://boards.polycount.net/showthread.php?t=50160 Rock modeling approaches] - a [http://boards.polycount.net/ Polycount] thread < | + | * [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. |
− | * [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]''< | + | * [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. |
− | * [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]''< | + | * [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. |
− | * [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]''< | + | * [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. |
− | * [http://boards.polycount.net/showthread.php?t=54178 Mod Facade Challenge] - by ''[http://www.linkedin.com/in/earthquake Joe "EarthQuake" Wilson]''< | + | * [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. |
− | * [http://boards.polycount.net/showthread.php?t=51254 Maintaining the suspension of disbelief...] Polycount thread< | + | * [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. |
− | * [http://boards.polycount.net/showthread.php?t=52743 Adam Bromell's sketchbook thread] - by ''[http://www.adambromell.com Adam "adamBrome" Bromell]''< | + | * [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. |
− | * [http://boards.polycount.net/showthread.php?t=52565 Chris' sketchbook thread] - by ''[http://chrisholden.net/ Chris "cholden" Holden]''< | + | * [http://boards.polycount.net/showthread.php?t=52565 Chris' sketchbook thread] - by ''[http://chrisholden.net/ Chris "cholden" Holden]''<<BR>>Environment design & modular workflow. |
− | * [http://www.3dbuzz.com/vbforum/sv_videonav.php?fid=836eb5e382b5d9f430df48883fca918e Level Design Video Tutorials] - from ''[http://www.3dbuzz.com 3DBuzz]''< | + | * [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. |
− | * [http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html Visually Appealing Building Guide] - by ''[http://www.chrisalbeluhn.com Christopher Albeluhn]''< | + | * [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]. |
− | .[http://wiki.polycount.net http://boards.polycount.net/images/smilies/pcount/icons/icon_arrow.gif] The [ | + | .[http://wiki.polycount.net {{http://boards.polycount.net/images/smilies/pcount/icons/icon_arrow.gif}}] The [[Digital Sculpting#TS|Digital Sculpting]] section has more tutorials about modular workflow. |
− | + | <span id="EM"></span> | |
== Environment Modeling == | == Environment Modeling == | ||
* [http://boards.polycount.net/showthread.php?t=62114 Gears2 Environment Art] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]'' | * [http://boards.polycount.net/showthread.php?t=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]'' | * [http://boards.polycount.net/showthread.php?t=54311 UT3 & Gears Environment Art] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]'' | ||
− | * [attachment:rorshach_scifi_supportbeam.pdf SciFi Support Beam PDF] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]'' | + | * [[attachment:rorshach_scifi_supportbeam.pdf|SciFi Support Beam PDF]] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]'' |
* [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] - from the ''[http://boards.polycount.net Polycount boards]'' | * [http://boards.polycount.net/showthread.php?t=40608 Environment modeling basics] - from the ''[http://boards.polycount.net Polycount boards]'' | ||
− | .[http://wiki.polycount.net http://boards.polycount.net/images/smilies/pcount/icons/icon_arrow.gif] The [[Category:Modeling]] wiki section has more modeling tutorials. | + | .[http://wiki.polycount.net {{http://boards.polycount.net/images/smilies/pcount/icons/icon_arrow.gif}}] The [[Category:Modeling]] wiki section has more modeling tutorials. |
− | + | <span id="EF"></span> | |
== Environment Foliage == | == Environment Foliage == | ||
− | * [http://boards.polycount.net/showthread.php?p=1021264 3D TreesTutorials] thread from the ''[http://boards.polycount.net Polycount boards]''< | + | * [http://boards.polycount.net/showthread.php?p=1021264 3D TreesTutorials] thread from the ''[http://boards.polycount.net Polycount boards]''<<BR>> Multiple methods. |
− | * [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"''< | + | * [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. |
− | * [http://www.andyzibits.com/tut_particle_tree_generation.html Tree creation using particle generator] - by ''[http://www.andyzibits.com Andy Zibits]''< | + | * [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. |
− | * [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]''< | + | * [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. |
− | * [http://www.andyzibits.com/tut_maya_low_poly.html Ultra-efficient tree texturing and modeling] - by ''[http://www.andyzibits.com Andy Zibits]''< | + | * [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. |
− | * [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]''< | + | * [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. |
− | * [http://boards.polycount.net/showthread.php?p=1122194#post1122194 Bending the vertex normals for better shading] - by ''[http://ericchadwick.com Eric Chadwick]''< | + | * [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. |
− | * [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]''< | + | * [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. |
− | + | <span id="FMT"></span> | |
=== Foliage Modeling Tools === | === Foliage Modeling Tools === | ||
There are a lot of tools for modeling high-resolution plants, but few for modeling game-resolution models. Here are a few... | 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://www.youtube.com/watch?v=bG79EosNiBQ SpeedTree in UDK] ($) | * [http://www.youtube.com/watch?v=bG79EosNiBQ SpeedTree in UDK] ($) | ||
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== Environment Sculpting == | == Environment Sculpting == | ||
− | .[http://wiki.polycount.net http://boards.polycount.net/images/smilies/pcount/icons/icon_arrow.gif] See the [[Digital Sculpting]] section of the Polycount wiki. | + | .[http://wiki.polycount.net {{http://boards.polycount.net/images/smilies/pcount/icons/icon_arrow.gif}}] See the [[Digital Sculpting]] section of the Polycount wiki. |
− | + | <span id="ES2"></span> | |
== Environment Skies == | == Environment Skies == | ||
− | * [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] | + | * [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]] |
* [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. | * [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. | ||
* [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. | * [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. | ||
− | .[http://wiki.polycount.net http://boards.polycount.net/images/smilies/pcount/icons/icon_arrow.gif] The [[ | + | .[http://wiki.polycount.net {{http://boards.polycount.net/images/smilies/pcount/icons/icon_arrow.gif}}] The [[Cube Map|Cube Map]] wiki section describes how to create and use cubemaps. |
− | + | <span id="ET"></span> | |
== Environment Texturing == | == Environment Texturing == | ||
* [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]'' | * [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.amazon.com/Painting-Light-John-Alton/dp/0520089499 Painting with Light] - by the cinematographer ''John Alton''. | * [http://www.amazon.com/Painting-Light-John-Alton/dp/0520089499 Painting with Light] - by the cinematographer ''John Alton''. | ||
− | + | <span id="II"></span> | |
== Industry Information == | == Industry Information == | ||
* [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]'' | * [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]'' | ||
* [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]'' | * [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]'' | ||
− | .[http://wiki.polycount.net http://boards.polycount.net/images/smilies/pcount/icons/icon_arrow.gif] The [[GameBusiness]] wiki section has links for threads and articles about how to get game jobs, how to negotiate your salary, how to manage your role, etc. | + | .[http://wiki.polycount.net {{http://boards.polycount.net/images/smilies/pcount/icons/icon_arrow.gif}}] The [[GameBusiness]] wiki section has links for threads and articles about how to get game jobs, how to negotiate your salary, how to manage your role, etc. |
− | + | <span id="IR"></span> | |
== Inspiration & Reference == | == Inspiration & Reference == | ||
* [http://images.google.com/ Google Image Search] | * [http://images.google.com/ Google Image Search] | ||
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* [http://www.game-artist.net/forums/support-tech-discussion/4379-reference-thread.html Game Artist Forums - Reference Thread] | * [http://www.game-artist.net/forums/support-tech-discussion/4379-reference-thread.html Game Artist Forums - Reference Thread] | ||
− | < | + | <<BR>> |
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Environment]] | * [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Environment]] |
Revision as of 19:00, 31 December 1969
- Main Page > >
Contents
- 1 Category: Environment
Category: Environment
Topics about the design and creation of levels and environment artwork in games.
Level Design
- Level Design Help Files, a collection of help sites for level design themed files - from the MapCore forums
- Environment Artist: The Story Teller - by Adam "adamBrome" Bromell
- How To Develop A Map That Works - from The Valve Developer Community
- Map Planning - from the Unreal Wiki
- Ben's Small Bible of Realistic Multiplayer Level Design by Benjamin Bauer
- What Is Level Design? - by Sérgio Duarte
- The 400 Project - by Hal Barwood & Noah Falstein
- Design Techniques and Ideals from The Art of Computer Game Design - by Chris Crawford
- Level Design: Concept, Theory, and Practice ($) - by Rudolf Kremers
- The Hows and Whys of Level Design ($) - by Sjoerd "hourences" De Jong
- Visual Semiotics - from Wikipedia<
>Environments involve the player more if they have several layers of thinking behind their design. - What is a visual metaphor? - from Answers.com
Level Design Blogs
- Life of a Design Monkey - a blog by Mark Davies, game designer at Ninja Theory
- Random Encounters in Imaginary Realms - a blog by Random Encounters, game designer
- Lost Garden - a blog by Danc, game designer
- CliffyB.com - a blog by Cliff Bleszinski, game designer at Epic Games
- Level Design - a blog by David Alexander Johnston, freelance game designer
Environment Concepting
- Enviromentoring and Tutorials, Tips & Tricks - at ConceptArt.Org
- elements of perspective - by Bruce MacEvoy
- Whit Brachna Snowy Mountain timelapse video with voiceover - by Whit Brachna (more freebies from Massive Black)
- Coastline step by step image - by Jaime Jones (final)
- Fire Escape step by step image - by Daarken
- Concept Design Video Tutorials ($) - by Feng Zhu
- Introduction to Landscape Matte Painting ($) - by Dylan Cole
.Template:Http://boards.polycount.net/images/smilies/pcount/icons/icon arrow.gif The 2D Tutorials section has more tutorials and resources for concept painting.
Environment Workflow & Modularity
- Workflow techniques and modularity with Unreal game technology - by Epic Games<
>A guide to setting up your art-to-level-design pipeline and designing modularly. - Environment workflow @ EpicGames - by Kevin Johnstone<
>A summary of the modular workflow used at Epic on Unreal Tournament 3. - Gears of War 2 modular modeling - by Kevin Johnstone <
>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! - Modular brick wall tiling - by Glynn Smith<
>Tips and screenshots for sculpting modular brick walls. - Generic wall tutorial - by Bram "Peris" Eulaers<
>Using 3ds Max and Mudbox to sculpt tilable modular sections for a stone wall. - Rock modeling approaches - a Polycount thread <
>A variety of approaches for sculpting individual rocks and tilable cliffs. - Creating Perfectly Tiling Meshes in Zbrush for use in Videogame Environments - by Owen "SHEPEIRO" Shepherd<
>Using ZBrush's 2.5D canvas to tile stamped meshes, then using Maya to model tilable geometry. - Unreal Engine 3 tutorials, game industry articles, level design/art/technical tutorials - by Sjoerd "hourences" De Jong<
>A ton of tutorials and articles about designing levels with the Unreal Technology. - Environment workflow from an artist working on a Crysis mod - by Stefan Morrell<
>A modular city building and its texture sheet. - Mod Facade Challenge - by Joe "EarthQuake" Wilson<
>Breaking up a building into modular pieces and designing the texture sheet. - Maintaining the suspension of disbelief... Polycount thread<
>Discussion about the importance of using imperfection to create believable worlds. - Adam Bromell's sketchbook thread - by Adam "adamBrome" Bromell<
>Breaking an environment down into modular pieces. - Chris' sketchbook thread - by Chris "cholden" Holden<
>Environment design & modular workflow. - Level Design Video Tutorials - from 3DBuzz<
>A ton of useful tutorials and design tips about creating levels. - Visually Appealing Building Guide - by Christopher Albeluhn<
>An excellent breakdown of how to create visual interest with game buildings. Additional tutorials here.
.Template:Http://boards.polycount.net/images/smilies/pcount/icons/icon arrow.gif The Digital Sculpting section has more tutorials about modular workflow.
Environment Modeling
- Gears2 Environment Art - by Kevin Johnstone
- UT3 & Gears Environment Art - by Kevin Johnstone
- SciFi Support Beam PDF - by Kevin Johnstone
- Environment tutorials - by Chris "cholden" Holden
- Environment modeling basics - from the Polycount boards
.Template:Http://boards.polycount.net/images/smilies/pcount/icons/icon arrow.gif The wiki section has more modeling tutorials.
Environment Foliage
- 3D TreesTutorials thread from the Polycount boards<
> Multiple methods. - Trees for Beginners in 3ds Max Tutorial - by "braveryd"<
> Using the AEC Extended: Foliage tree generator in 3ds Max. - Tree creation using particle generator - by Andy Zibits<
> Using a particle system in 3ds Max. - Sprite-Based Particle Trees - by Steven J. Tubbrit<
> Using a particle system in Maya. - Ultra-efficient tree texturing and modeling - by Andy Zibits<
> Using Paint Effects in Maya to create the foliage texture and branches. - Low-poly Tree Using Maya PaintFX - by Jeramy Cooke<
> Using Paint Effects in Maya to create the foliage texture, then hand-modeling the tree. - Bending the vertex normals for better shading - by Eric Chadwick<
> Using the Normal Thief script in 3ds Max to bend the vertex normals of low-poly foliage planes. - Vegetation Procedural Animation and Shading in Crysis - by Tiago Sousa<
> A detailed overview of Crytek's process for vegetation shading.
Foliage Modeling Tools
There are a lot of tools for modeling high-resolution plants, but few for modeling game-resolution models. Here are a few...
- ngPlant
- frecle tree[d]
- TreeMaker script for 3ds Max
- Branches script for 3ds Max
- SpeedTree in UDK ($)
Environment Sculpting
.Template:Http://boards.polycount.net/images/smilies/pcount/icons/icon arrow.gif See the Digital Sculpting section of the Polycount wiki.
Environment Skies
- Skymap workflow by divi for converting a sky panorama into a square texture, the way Epic does. PDF here
- How to: Convert a Skybox to a Skydome by Outpt for use in Unreal.
- 360 HDR skies for sale? from the Polycount forums has a tutorial and links about photographing HDR skies.
.Template:Http://boards.polycount.net/images/smilies/pcount/icons/icon arrow.gif The Cube Map wiki section describes how to create and use cubemaps.
Environment Texturing
- Texture Workflow videos - by Hiten "Mistry10" Mistry, from the Polycount thread Mistry's Texture Workflow w/Video
- Creating tiling textures in 3dsmax - by Chris "cholden" Holden
- Thirding - Utilizing your texture space for environment work - by Ben "poopinmymouth" Mathis
- Hard Surface Texture Painting - by Stefan Morrell
- Tutorial: Brick Arch (Baking Multiple Maps in 3dsmax) - by mikebart
- UDN UnrealEngine2 Vertex Blending Tutorial - by Epic Games
- Using vertex blending to grunge a level and add variety - by Mario "StrangeFate" Vazquez
- UE3 Terrain Tutorial - by Sjoerd "hourences" De Jong
- Lighting in game environments - by Sjoerd "hourences" De Jong
- Painting with Light - by the cinematographer John Alton.
Industry Information
- Percentage of environment artists .vs. character artists at most studios - from the Polycount boards
- What's the difference between a level designer and environment artist? - from the Polycount boards
.Template:Http://boards.polycount.net/images/smilies/pcount/icons/icon arrow.gif The GameBusiness wiki section has links for threads and articles about how to get game jobs, how to negotiate your salary, how to manage your role, etc.
Inspiration & Reference
- Google Image Search
- Flickr Image Search
- Yahoo Image Search
- BBC Motion Gallery - video reference
- Corbis Motion - video reference
- Getty Images Footage - video reference
- Polycount Forums - Reference Thread
- Polycount Forums - Environment Modeling FAQ & Resources
- Game Artist Forums - Reference Thread
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Subcategories
This category has the following 5 subcategories, out of 5 total.
Pages in category "Environment"
The following 22 pages are in this category, out of 22 total.
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