Category:EnvironmentModeling
From polycount
Revision as of 07:39, 20 August 2010 by EricChadwick (Talk)
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 |