Difference between revisions of "EnvironmentSculpting"

From polycount
Jump to: navigation, search
(moved to "individual" section)
(Quickly Making Large Scale Rubble)
Line 20: Line 20:
  
 
=== Rock and Stone ===
 
=== Rock and Stone ===
 +
 +
* [[Image:EnvironmentSculpting$sculpt_yeramian.png]] <<BR>> [http://vimeo.com/21600799 Quickly Making Large Scale Rubble] - by Timothee Yeramian<<BR>>Using 3ds max procedurals to quickly sculpt a concrete chunks.<<BR>><<BR>>
 
* [[Image:EnvironmentSculpting$sculpt_rockmodelingapproaches.png]] <<BR>> [http://boards.polycount.net/showthread.php?t=50160 Rock modeling approaches] - a [http://boards.polycount.net/ Polycount] thread <<BR>>A variety of approaches for sculpting individual rocks and tilable cliffs.<<BR>><<BR>>
 
* [[Image:EnvironmentSculpting$sculpt_rockmodelingapproaches.png]] <<BR>> [http://boards.polycount.net/showthread.php?t=50160 Rock modeling approaches] - a [http://boards.polycount.net/ Polycount] thread <<BR>>A variety of approaches for sculpting individual rocks and tilable cliffs.<<BR>><<BR>>
 
* [[Image:EnvironmentSculpting$sculpt_henrichsproceduralstone.png]] <<BR>> [http://saschahenrichs.blogspot.com/2010/03/3dsmax-environment-modeling-1.html 3dsmax Environment Modeling #1 Procedural Stone] - by [http://saschahenrichs.blogspot.com/ Sascha Henrichs]<<BR>>Using 3ds max procedural modifiers and maps to sculpt a sandstone rock, and easily create multiple variations.<<BR>><<BR>>
 
* [[Image:EnvironmentSculpting$sculpt_henrichsproceduralstone.png]] <<BR>> [http://saschahenrichs.blogspot.com/2010/03/3dsmax-environment-modeling-1.html 3dsmax Environment Modeling #1 Procedural Stone] - by [http://saschahenrichs.blogspot.com/ Sascha Henrichs]<<BR>>Using 3ds max procedural modifiers and maps to sculpt a sandstone rock, and easily create multiple variations.<<BR>><<BR>>

Revision as of 16:01, 1 April 2011


Environment Sculpting

Environment sculpting is the process of creating a high-resolution 3D model with a series of painting strokes, using. Usually the details from these models are baked into a NormalMap for a lower-resolution in-game model.


Sculpting Individual Objects

Sculpting techniques for creating individual non-tiling objects.

Bricks and Tiles

Metal

Rock and Stone

Wood

Sculpting Tilable Maps

Sculpting techniques for creating tilable normal maps and displacement maps.

Tilable Stone

Tilable Cliffs


<<Anchor(Re-Topology_Apps)>><<Anchor(Hard-Surface_Sculpting)>><<Anchor(Optimization_And_Re-Topology)>>

More Information


Personal tools
Namespaces

Variants
Actions
Navigation
Tools