Difference between revisions of "Modular environments"

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(Modular Design & Workflow: Mod Facade Challenge art is gone)
(Modular Design & Workflow: Adam's sketchbook images are gone)
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[[Image:BenHale_ModularEnvironmentArtAppliedFromPlasterTabletopSets.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=116526]] [http://www.polycount.com/forum/showthread.php?t=116526 Modular Environment Art applied from plaster tabletop sets] - by [http://www.polycount.com/forum/member.php?u=14498 Ben "Makkon" Hale]. Polycount forum thread with great visual breakdowns of modular tabeltop models.
 
[[Image:BenHale_ModularEnvironmentArtAppliedFromPlasterTabletopSets.jpg|150px|link=http://www.polycount.com/forum/showthread.php?t=116526]] [http://www.polycount.com/forum/showthread.php?t=116526 Modular Environment Art applied from plaster tabletop sets] - by [http://www.polycount.com/forum/member.php?u=14498 Ben "Makkon" Hale]. Polycount forum thread with great visual breakdowns of modular tabeltop models.
 
[[Image:Polycount-wiki.png|150px|link=]] [http://boards.polycount.net/showthread.php?t=52743 Adam Bromell"s sketchbook thread] - by [http://www.adambromell.com Adam "adamBrome" Bromell]. Breaking an environment down into modular pieces.
 
  
 
[[Image:Polycount-wiki.png|150px|link=]] [http://boards.polycount.net/showthread.php?t=52565 Chris" sketchbook thread] - by [http://chrisholden.net/ Chris "cholden" Holden]. Environment design & modular workflow.
 
[[Image:Polycount-wiki.png|150px|link=]] [http://boards.polycount.net/showthread.php?t=52565 Chris" sketchbook thread] - by [http://chrisholden.net/ Chris "cholden" Holden]. Environment design & modular workflow.

Revision as of 10:50, 25 March 2015

Modular means pieces are made to fit together according to a common pattern, so just a few pieces can be reused multiple times to create a bunch of variety.

Modular Design & Workflow

How to plan out the development of modular environment pieces, and the workflow for creating them. The design of modular pieces is closely linked to game design; see Category:GameDesign for more.


JacobNorris UDKModularBuildingSetBreakdown.jpg UE4 Modular Building Set Breakdown - by Jacob "jacob07777" Norris. Gritty urban city modular system. File:JacobNorris Building Breakdown.pdf (1.5 MB)

PaulMandegarian GearsofWarInspiredEnvironment.jpg UDK Gears of War Inspired Environment - Modular - by Paul "Ahniketos" Mandegarian. Gears of War themed modular palace environment. Latest art is here on his website.

TorFrick UDKModularMasterclass.jpg UDK Modular Masterclass - Efficiently Creating and Entire Scene with Tor Frick - ($) an Eat3D tutorial by Tor "snefer" Frick. Abandoned warehouse modular workflow in UDK, using Modo and Photoshop.

HelderPinto PostApocSceneBreakdown.jpg Post apoc scene Breakdown - by "HP" Pinto. Details about the creation of a modular abandoned warehouse.

PatrickSutton TheEnsignTavern.jpg the Ensign Tavern - by Patrick "PatJS" Sutton. Breakdowns for a modular multi-floor 19th century building.

TylerWinlass ModularBuildingWorkflow.jpg Modular Building with UDK - ($) a 3dmotive tutorial by Tyler Wanlass. Covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.

JoelBurgess SkyrimsModularApproachtoLevelDesign.jpg Skyrim’s Modular Approach to Level Design - Transcript from GDC 2013 talk on Skyrim"s Modular Level Design. An excellent in-depth article on Bethesda"s environment art system.

KevinJohnstone ModularEnvironmentDesign.jpg Modular Environment Design.rar (12 MB) - by Kevin Johnstone. East Coast Game Conference 2011 slides of the talk "Modular Environment Design, Or how I learned to stop worrying and love the grid".

ScottJones InvestigationIntoModularDesignWithinComputerGames.jpg File:Investigation into modular design within computer games v1.0.pdf (8.6MB PDF) - by Scott Jones. Research paper on modular workflow. Definition, benefits, history of modularity, usage, methods, case studies, UDK and 3ds Max. See the Polycount forum thread Modular design within games.

EpicGames UsingWorkflowTechniquesAndModularity.jpg 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.

BenHale ModularEnvironmentArtAppliedFromPlasterTabletopSets.jpg Modular Environment Art applied from plaster tabletop sets - by Ben "Makkon" Hale. Polycount forum thread with great visual breakdowns of modular tabeltop models.

Polycount-wiki.png Chris" sketchbook thread - by Chris "cholden" Holden. Environment design & modular workflow.

Polycount-wiki.png Visually Appealing Building Guide - by Christopher Albeluhn. An excellent breakdown of how to create visual interest with game buildings. Additional tutorials here.

Polycount-wiki.png Modular Building Design Workflow? - a Polycount thread. Discussion about creating modular buildings, with interiors and exteriors.

Polycount-wiki.png Modular Environments in UDK - a tutorial by Thiago "Minotaur0" Klafke. Covers the techniques used to make Zest Foundation.

Polycount-wiki.png Environment workflow @ EpicGames - by Kevin Johnstone. A summary of the modular workflow used at Epic on Unreal Tournament 3.

Polycount-wiki.png Gears of War 2 modular modeling (Polycount Forum) and Gears2 Environment Art Step by Step (ZBrush Central) - 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!

Polycount-wiki.png Modular Mount & Blade - by "gutekfiutek". Modular workflow for the mod "Polished Buildings" for the game Mount & Blade.

Polycount-wiki.png Modular brick wall tiling - by Glynn Smith. Tips and screenshots for sculpting modular brick walls.

Polycount-wiki.png Generic wall tutorial - by Bram "Peris" Eulaers. Using 3ds Max and Mudbox to sculpt tilable modular sections for a stone wall.

Polycount-wiki.png Rock modeling approaches - a Polycount thread. A variety of approaches for sculpting individual rocks and tilable cliffs.

Polycount-wiki.png 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.

Polycount-wiki.png Working with Modular Sets - by Philip "PhilipK" Klevestav. How to design and texture modular sci-fi wall panels.

Polycount-wiki.png Working with Modular Rocks - by Philip "PhilipK" Klevestav. How to design, model, and texture modular rock assets, using Crazy Bump, Photoshop, and 3ds Max.

Polycount-wiki.png Modular Floor Tiles - Outlined in Shadow - a Polycount thread. How to work around UDK modular problems.

Polycount-wiki.png Modular Building With More Natural Angles - by Aidy Burrows @ CG Masters. Getting more natural looking angles in the modular kit.

Units and Scale

The units and scale you use is very important. Modular meshes should be built to snap to a unit-based grid, and physics calculations depend on certain scales. Fortunately, game editors usually have a scale setting you can use on import to convert from 3d modeler scale into proper game engine scale.

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