Difference between revisions of "Category:EnvironmentModeling"
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= Category Environment Modeling = | = Category Environment Modeling = | ||
+ | Topics about modeling levels and environments in games. | ||
Pages in this category: | Pages in this category: | ||
+ | |||
+ | |||
+ | |||
+ | == Environment Workflow & Modularity == | ||
+ | * [http://www.philipk.net/tutorials/modular_sets/modular_sets.html Working with Modular Sets] - by ''[http://www.philipk.net Philip 'PhilipK' Klevestav]''<<BR>>How to design and texture modular sci-fi wall panels. | ||
+ | * [http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html Working with Modular Rocks] - by ''[http://www.philipk.net Philip 'PhilipK' Klevestav]''<<BR>>How to design, model, and texture modular rock assets, using Crazy Bump, Photoshop, and 3ds Max. | ||
+ | * [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]''<<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]'' <<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]''<<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]''<<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 <<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]''<<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]''<<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]''<<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]''<<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<<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]''<<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]''<<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]''<<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]''<<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 [[DigitalSculpting#TS|Digital Sculpting]] section has more tutorials about modular workflow. | ||
+ | |||
+ | == Environment Modeling Tutorials == | ||
+ | * [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]'' | ||
+ | * [[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://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. | ||
+ | |||
+ | == Environment Foliage == | ||
+ | * [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"''<<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]''<<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]''<<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]''<<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]''<<BR>> Using ''Paint Effects'' in Maya to create the foliage texture, then hand-modeling the tree. | ||
+ | * [http://www.polycount.com/forum/showthread.php?p=1152529#post1152529 Bending vertex normals and using vertex color] - by ''[http://ericchadwick.com Eric Chadwick]''<<BR>> Using the Edit Normals modifier in 3ds Max to bend the vertex normals of low-poly foliage planes. | ||
+ | * [http://www.polycount.com/forum/showthread.php?p=1149155#post1149155 Bending the vertex normals with Normal Thief] - 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]''<<BR>> A detailed overview of Crytek's process for vegetation shading. | ||
+ | * [http://3dfolio.com/files/tree_tut.pdf Tree Modeling Techniques and Principles] (PDF) - by ''[http://www.3dfolio.com/ Matthew D'Onofrio]''<<BR>> Modeling efficient low-poly branches in 3ds Max using ''Extrude Along Spline''. | ||
+ | * [http://www.polycount.com/forum/showthread.php?t=67620 Hedges and Topiary a quick tutorial] - by [http://www.vigville.com/ 'Vig']<<BR>>Modeling and texturing method for stylized bushes. | ||
+ | * [http://www.polycount.com/forum/showthread.php?t=72325 Tree making fast technique?] thread on Polycount<<BR>> Tree modeling techniques discussed. | ||
+ | * [http://www.polycount.com/forum/showthread.php?t=73556 Tree texturing] thread on Polycount<<BR>> Tree texturing discussed. | ||
+ | * [http://www.polycount.com/forum/showthread.php?t=74330 Real quick tree texturing question] thread on Polycount<<BR>> More tree stuff. | ||
+ | * Stuff to research: | ||
+ | ** Warhammer Online trees? | ||
+ | ** RexM trees? | ||
+ | ** Adam trees? | ||
+ | |||
+ | === 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... | ||
+ | * [http://ngplant.sourceforge.net/ ngPlant] | ||
+ | * [http://www.frecle.net/index.php?show=treed.about frecle tree[d]] (exports formats .B3D, .OBJ, .X) | ||
+ | * [http://www.scriptspot.com/3ds-max/scripts/tree-maker TreeMaker script for 3ds Max] | ||
+ | * [http://www.branches.ws/ Branches script for 3ds Max] | ||
+ | * [http://www.youtube.com/watch?v=bG79EosNiBQ SpeedTree in UDK] ($) | ||
+ | |||
+ | == More Information == | ||
+ | * [[EnvironmentSculpting]] | ||
[[Category:Environment]] | [[Category:Environment]] |
Revision as of 07:39, 20 August 2010
Contents
Category Environment Modeling
Topics about modeling levels and environments in games.
Pages in this category:
Environment Workflow & Modularity
- Working with Modular Sets - by Philip 'PhilipK' Klevestav<
>How to design and texture modular sci-fi wall panels. - Working with Modular Rocks - by Philip 'PhilipK' Klevestav<
>How to design, model, and texture modular rock assets, using Crazy Bump, Photoshop, and 3ds Max. - 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 Tutorials
- 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 vertex normals and using vertex color - by Eric Chadwick<
> Using the Edit Normals modifier in 3ds Max to bend the vertex normals of low-poly foliage planes. - Bending the vertex normals with Normal Thief - 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. - Tree Modeling Techniques and Principles (PDF) - by Matthew D'Onofrio<
> Modeling efficient low-poly branches in 3ds Max using Extrude Along Spline. - Hedges and Topiary a quick tutorial - by 'Vig'<
>Modeling and texturing method for stylized bushes. - Tree making fast technique? thread on Polycount<
> Tree modeling techniques discussed. - Tree texturing thread on Polycount<
> Tree texturing discussed. - Real quick tree texturing question thread on Polycount<
> More tree stuff. - Stuff to research:
- Warhammer Online trees?
- RexM trees?
- Adam trees?
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] (exports formats .B3D, .OBJ, .X)
- TreeMaker script for 3ds Max
- Branches script for 3ds Max
- SpeedTree in UDK ($)
More Information
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 |