Difference between revisions of "Category:EnvironmentModeling"

From polycount
Jump to: navigation, search
m (19 revisions)
(Environment Modeling Tutorials)
Line 24: Line 24:
 
* [http://boards.polycount.net/showthread.php?t=53002 Environment Modeling FAQ & Resources] Polycount forum thread
 
* [http://boards.polycount.net/showthread.php?t=53002 Environment Modeling FAQ & Resources] Polycount forum thread
 
* [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]
 +
* [[ModelingRubbleIntoAPath|Integrating rubble into a path]] - by [http://www.ivassago.com Joshua Stubbles]
  
 
== Pages In This Category ==
 
== Pages In This Category ==

Revision as of 19:04, 20 September 2014

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

Pages In This Category

Subcategories

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

Personal tools
Namespaces

Variants
Actions
Navigation
Tools