Difference between revisions of "Category:EnvironmentModularity"

From polycount
Jump to: navigation, search
(Units and Scale)
(tor frick, helder pinto)
Line 13: Line 13:
 
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.
 
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.
  
 +
* [http://eat3d.com/udk_modular UDK Modular Masterclass - Efficiently Creating and Entire Scene with Tor Frick] - ($) an Eat3D tutorial by ''[http://www.torfrick.com/ Tor 'snefer' Frick]''<<BR>>Abandoned warehouse modular workflow in UDK, using Modo and Photoshop.
 +
* [http://www.helderpinto.com/post-apoc-scene-breakdown/ Post apoc scene Breakdown] - by ''[[http://www.helderpinto.com/|Helder '[HP]' Pinto]]''<<BR>>Details about the creation of a modular abandoned warehouse.
 
* [https://www.3dmotive.com/f101001 Modular Building Workflow] - ($) a 3dmotive tutorial by ''[http://www.tylerwanlass.com/ Tyler Wanlass]''<<BR>>Covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.
 
* [https://www.3dmotive.com/f101001 Modular Building Workflow] - ($) a 3dmotive tutorial by ''[http://www.tylerwanlass.com/ Tyler Wanlass]''<<BR>>Covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.
 
* [http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] - Transcript from GDC 2013 talk on Skyrim's Modular Level Design <<BR>>An excellent in-depth article on Bethesda's environment art system.
 
* [http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] - Transcript from GDC 2013 talk on Skyrim's Modular Level Design <<BR>>An excellent in-depth article on Bethesda's environment art system.

Revision as of 08:38, 26 August 2013

Category Environment Modularity

Topics about making modular environment art for games.

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.


Pages in This Category

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 for more.

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.

More Information

Pages in category "EnvironmentModularity"

The following 9 pages are in this category, out of 9 total.

Personal tools
Namespaces

Variants
Actions
Navigation
Tools