Difference between revisions of "Category:EnvironmentModularity"
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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] - ($) a 3dmotive tutorial by ''[http://www.tylerwanlass.com/ Tyler Wanlass]''<<BR>>Covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK. | ||
* [http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] - Transcript from GDC 2013 talk on Skyrim's Modular Level Design <<BR>>An excellent in-depth article on Bethesda's environment art system. | * [http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] - Transcript from GDC 2013 talk on Skyrim's Modular Level Design <<BR>>An excellent in-depth article on Bethesda's environment art system. |
Revision as of 08:38, 26 August 2013
Contents
Category Environment Modularity
Topics about making modular environment art for games.
Modular means pieces are made to fit together according to a common pattern, so just a few pieces can be reused multiple times to create a bunch of variety.
Pages in This Category
Modular Design & Workflow
How to plan out the development of modular environment pieces, and the workflow for creating them. The design of modular pieces is closely linked to game design; see for more.
- UDK Modular Masterclass - Efficiently Creating and Entire Scene with Tor Frick - ($) an Eat3D tutorial by Tor 'snefer' Frick<
>Abandoned warehouse modular workflow in UDK, using Modo and Photoshop. - Post apoc scene Breakdown - by ['[HP' Pinto]]<
>Details about the creation of a modular abandoned warehouse. - Modular Building Workflow - ($) a 3dmotive tutorial by Tyler Wanlass<
>Covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK. - 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. - Modular Environment Design.rar - 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". - Investigation into Modular Design within Computer Games (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. - 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. - Modular Environment Art applied from plaster tabletop sets - by 'Makkon'<
>Polycount forum thread with great visual breakdowns of modular tabeltop models. - 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. - 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. - Visually Appealing Building Guide - by Christopher Albeluhn<
>An excellent breakdown of how to create visual interest with game buildings. Additional tutorials here. - Modular Building Design Workflow? - a Polycount thread <
>Discussion about creating modular buildings, with interiors and exteriors. - Modular Environments in UDK - a tutorial by Thiago 'Minotaur0' Klafke<
>Covers the techniques used to make Zest Foundation. - 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 (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! - Modular Mount & Blade - by 'gutekfiutek' <
>Modular workflow for the mod "Polished Buildings" for the game Mount & Blade. - 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. - 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. - Modular Floor Tiles - Outlined in Shadow - a Polycount thread <
>How to work around UDK modular problems.
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.
- UDN: Unreal Units - what units and scale to use for scenes in Unreal Engine. (Gears of War: 2 units = 1 inch, Unreal Tournament: 1 unit = 2 cm)
- CryENGINE SDK: Measurement Reference - what units and scale to use for scenes in CryEngine. (Crysis: 1 unit = 1 meter)
- Unity: Import Settings for Meshes - what units and scale to use for scenes in Unity. (Unity physics: 1 unit = 1 meter)
More Information
Pages in category "EnvironmentModularity"
The following 9 pages are in this category, out of 9 total.