Difference between revisions of "Category:EnvironmentModeling"
("Pages in This Category" to bottom) |
(links) |
||
Line 5: | Line 5: | ||
== Normal Map Modeling == | == Normal Map Modeling == | ||
− | Normal maps for mechanical/constructed items are often done with subdivision surface modeling. See [[SubdivisionSurfaceModeling#Hard_Surfaces]]. | + | [[NormalMap|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]]. |
− | 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 | + | Normal maps for organic/natural assets are usually made entirely in your [[Category:Tools#A3D_Sculpting_Software|3D sculpting tool]], but some people use procedural tools. |
See [[EnvironmentSculpting]]. | 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 | + | Sometimes you can shortcut the sculpting/baking process by using a [[Category:Tools#A2D_Normal_Map_Software|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. |
− | + | ||
== Environment Modeling Tutorials == | == Environment Modeling Tutorials == | ||
Line 29: | Line 25: | ||
* [http://www.vimeo.com/album/227064 De-Constructing "DemonThrone" – A Video Series] - by [http://www.jasonlavoie.net/ Jason Lavoie] | * [http://www.vimeo.com/album/227064 De-Constructing "DemonThrone" – A Video Series] - by [http://www.jasonlavoie.net/ Jason Lavoie] | ||
− | == Pages | + | == Pages In This Category == |
[[Category:Environment]] | [[Category:Environment]] |
Revision as of 10:22, 3 August 2012
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
- 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
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 |