Category:EnvironmentModeling

From polycount
Revision as of 11:19, 3 August 2012 by EricChadwick (Talk)

Jump to: navigation, search

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. Your mileage may vary, see what works for you. See CharacterSculpting#Hard-Surface_Sculpting.

Normal maps for organic/natural assets are usually made entirely in your 3D sculpting app, 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. See.

Environment Modeling Tutorials

Pages in This Category

Subcategories

This category has the following 3 subcategories, out of 3 total.

Personal tools
Namespaces

Variants
Actions
Navigation
Tools