Difference between revisions of "Environment Modeling"

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(Environment Modeling Tutorials: updating old links)
(Environment Modeling Tutorials)
 
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* [http://polycount.com/discussion/54311 UT3 & Gears Environment Art] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]
 
* [http://polycount.com/discussion/54311 UT3 & Gears Environment Art] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]
 
* [http://polycount.com/discussion/comment/1492296#Comment_1492296 UT3 & Gears Environment Art - Step By Step] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]
 
* [http://polycount.com/discussion/comment/1492296#Comment_1492296 UT3 & Gears Environment Art - Step By Step] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]
* [[File:Rorshach_scifi_supportbeam.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://polycount.com/discussion/40608 Environment modeling basics] Polycount forum thread
 
* [http://polycount.com/discussion/40608 Environment modeling basics] Polycount forum thread

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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