Environment Modeling FAQ & Resources MEGATHREAD
I've been collecting some of the links and stuff people have been posting recently for all those aspiring environment artist junkies out there:
Polycount Environment Wiki: (most of this information and some new stuff.)
fast method to create hipoly stone structures:
small tutorial about keeping hipoly stuff optimised and manageable:
Adam Bromell (Environment Artist: The Story Teller) Setting up your scene
Adam's Workup of his entry in the "Facade Challenge"
Adam's Sketchbook Environments (Explanation of some of his workflow for this particular project)
Adam's post on Maintaining Suspension of Disbelief by adding a imperfection pass
Kevin Johnstone on his Environment workflow:
Kevin's GoW2 workflow. http://boards.polycount.net/showthread.php?t=62114
Chris Holden's Tutorials & Sketchbook
Workflow & Modularity and Unreal Tech:
Hourences - Making of the Spire (Gears of War)
Modular Design and Texturing in 3DSMax
(Questions from a noob)
Tips from Vig:
- Trim everything.
- Trim is easy to make, Select an edge and covert to shape, turn that new spline into a rectangle, generate mapping coordinates and you have instant trim. You can do the same to create drain pipes, wires vent shafts, cross beams bla bla bla...
- Walk-Thu mode is great. It turns 3dsMax viewport into fly-by mode, just like any FPS. W = Forward, S = Back, A = Strafe Left, D = Strafe Right, Mouse = Look,  control speed. I have Shift+C set to turn it on and right click exits. Its the icon down in the lower right that looks like two foot prints.
% of Environment Artists vs. Character Artists (Good info)
Level Designer Vs Environment Artist (differences, and there are some)
Environmental Art and Inspiration:
Ref and Inspiration:
Warhammer Reference Art: http://www.warhammeronline.com/conceptart/index.php
3DTotal's Tut on urban creation:
1/30 - More stuff from Stefan Morrell on a modular environment he is making plus a little on his zbrush workflow for pillars.
Stefan-Morrell on how he creates his environments:
Stefan-Morrell's way of modeling/texturing as of Dec 2007 (Used with Permission)
I have a couple of questions though if thats okay
When you build these buildings in modules how do you manage them to fit eachother?i mean do you build one wall at the time and try to gt them to fit?
I am trying to build a house of 1 mesh and i find it very difficult to keep everything apart,Especially when working with the interior of the buildings.Im doing this for Call of duty 4 or parhapps a UT2007 map which is the editor im used to work with
I have try to make modules but its a hell getting everting to fit eachother,Do you have any tip or a good tutorial explaining the workflow?
I guess the most obvious tip for working in modules is to work(at least when getting the basic shape down) with snaps on
I try to make whole buildings then break them apart into manageable assets..or some buildings,like the one below I'll leave as whole objects,where everything is a single assest except the bottom floor..so I can stack the floors up & make it taller if needed.
what do you do with the parts that have been extruded in/out, from a planar map they get stretched uv's? do you ever use decals on your buildings? Like snow textures or mold?
use an automatic flatten for those selected uv's..then place them where they need to go on the texture & (if possible)stitch the uv's back together
Decals,all the time..very handy for all sorts of things
The building in Crysis
*More to Come or add your own*