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.)
http://wiki.polycount.net/CategoryEnvironment
Peris:
fast method to create hipoly stone structures:
http://www.brameulaers.com/tutorials..._tutorial.html
small tutorial about keeping hipoly stuff optimised and manageable:
http://www.brameulaers.com/tutorials..._tutorial.html
Adam Bromell (Environment Artist: The Story Teller) Setting up your scene
http://www.adambromell.com/articles/article3.html
Adam's Workup of his entry in the "Facade Challenge"
http://boards.polycount.net/showthread.php?p=833213#post833213
Adam's Sketchbook Environments (Explanation of some of his workflow for this particular project)
http://boards.polycount.net/showthread.php?t=52743
Adam's post on Maintaining Suspension of Disbelief by adding a imperfection pass
http://boards.polycount.net/showthread.php?t=51254
Kevin Johnstone on his Environment workflow:
http://boards.polycount.net/showthread.php?p=678052#post678052
Kevin's GoW2 workflow.
http://boards.polycount.net/showthread.php?t=62114
Chris Holden's Tutorials & Sketchbook
Modular Design:
http://www.chrisholden.net/tutor/modular.htmhttp://chrisholden.net/tutor/http://boards.polycount.net/showthread.php?t=52565http://www.game-artist.net/forums/tutorials/182-step-step-techniques-tiling-textures-3ds-max.html
Workflow & Modularity and Unreal Tech:
http://udn.epicgames.com/Two/WorkflowAndModularity.html
Hourences - Making of the Spire (Gears of War)
http://book.hourences.com/tutorialsspire.htm
Modular Design and Texturing in 3DSMax
http://boards.polycount.net/showthread.php?t=49439 (Questions from a noob)
http://www.game-artist.net/forums/tutorials/182-step-step-techniques-tiling-textures-3ds-max.html
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)
http://boards.polycount.net/showthread.php?t=52862
Level Designer Vs Environment Artist (differences, and there are some)
http://boards.polycount.net/showthread.php?t=52412
Environmental Art and Inspiration:
http://boards.polycount.net/showthread.php?t=51133
Ref and Inspiration:
Warhammer Reference Art:
http://www.warhammeronline.com/conceptart/index.phphttp://forum.skyscraperpage.com/index.phphttp://www.ontarioarchitecture.com/Terms.htmlhttp://www.simoncornwell.com/urbex/frames.htmhttp://www.angelfire.com/ny3/sunshyn...oned/main.htmlhttp://www.xs4all.nl/~kazil/http://www.kto-to.de/en/gal.php?lang=en&pd=6http://www.containershipping.nl/casualties.htmlhttp://www.shieldsaroundtheworld.com/gallery.htmlhttp://www.opacity.ushttp://www.forbidden-places.nethttp://www.modern-ruins.comhttp://www.ohiotrespassers.com/locations.htmlhttp://www.undergroundkent.co.uk/maunsell_towers.htmhttp://www.ghosttownexplorers.orghttp://www.disassociate.com/lost.html
3DTotal's Tut on urban creation:
http://www.3dtotal.com/team/Tutorials_2/making%20of_urban-environment/urban_01.asp
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:
http://forums.cgsociety.org/showthread.php?f=39&t=444791&page=7&pp=15
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.
cheers
Stefan
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*
Replies
http://chrisholden.net/tutor/
http://boards.polycount.net/showthread.php?t=52565
Here's another tutorial by Stefan-Morrell on Texturing:
http://forums.cgsociety.org/showthread.php?f=46&t=373024
http://vincentproce.com/index.htm
I think you mean Chris :P
Here, I started a page.
http://wiki.polycount.net/CategoryEnvironment
Thanks for this
I would, if it wasn't completely borked. I don't see a "create profile" button. Entering a user name, pass and email gives me squat. Boo
Can we ask questions in this thread too? I hope so.
How would Stefan-Morrell texture the parts of the building that aren't facing outwards. I'm assuming he would just map these parts from the other areas of thebuilding facade texture/picture he was using? Is this a correct assumption?
(ie texturing the red parts)
My other semi followup question for mapping, is it just standard practice to use the UVWMap modifier on a specific selection and just move and scale the map face until the part of the texture you want shows up however you want/need it?
Assuming you're speaking on 3ds max, I tend to mix UWVMap and Unwrap UVW so that I can edit my UV layout directly and scale individual planes.
I know, sorry. Until the admins have more time to devote to fine-tuning the wiki, you could send a PM to Vito and ask him to set you up with an account. That's how I did it.
http://forums.cgsociety.org/showthread.php?f=39&t=444791&page=8&pp=15
I think that maybe the same thing that Adam was saying too.
Done and Done.
http://wiki.polycount.net/CategoryEnvironment
Every enviro artist should know the basics of lighting. This type of knowledge crosses just about every platform and 3D app and its surprising how many people don't even bother.
http://boards.polycount.net/showthread.php?t=51209#Post260972
More advanced 3dsMax Lighting Techniques
http://www.cgarchitect.com/resources/tutorials/smoke3d/tutorial10.asp
Quick Railings from splines
http://www.cgarchitect.com/resources/tutorials/smoke3d/tutorial18.asp
There is actually a faster way but this way is more through.
Advanced painter script, for paint scattering rocks, trees, bushes, garbage and for painting wire splines.
http://www.scriptspot.com/3ds-max/advanced-painter
Not so Quick Tips:
- Observe, record and recreate:
I can't stress this enough. Thousands of enviro art ideas wiz past your peepers every day and its easy to let them pass without giving them a second look. Take time to look at the world around you, go to a part of town you've never been. Go exploring, just because you're 20-30-40ish doesn't mean you've seen it all or that google/flicker has it all recorded. There is always something new, go find it.
You're in the business of recreating the world around you, how can you afford not to use some of the easiest reference available? Get a camera keep it on you, use the one on your cell, start snapping pics of interesting things. You'll be amazed at how much stuff you find just around your everyday life.
- Have camera will travel:
Don't just take it on ref hunting expeditions but keep it on you. Practice with it, know its settings and be ready to have it on before it leaves your pocket there are times you won't have long to snap a shot. And nothing screams come pummel my ass and take my expensive camera then some jackass standing there in an alley who can't figure out how to work it. Snap, and move on. You have little to fear from security guards and the like, be polite but don't ever give anything up, know your rights. Getting out of your personal rut and finding new things will get you jazzed up and get those creative wheels rolling again. If you feel like a goof get over it, if people stare at you staring at something then turn around and snap pics of them, thank them for standing still and move on.
- "You're (scene is) not a beautiful and unique snow flake, You're (scene is) made of the same decaying matter as everything else"
When you build a scene consider what is outside of the viewable area. If the sun is behind the camera what shadows are going to be cast into your scene? Hinting at a bigger world outside of your area is something we need to be really good at. Once you have your props in the scene its a good idea to go back in and add a similar dirty pass or gradients to your textures so they start to take on a similar feel. You might want to arrange the props in the same order you find them in game and texture them together. There are few things that break the suspension of disbelief like new props in a dirty world. And yes thats a quote from Fight Club.
- Know the scope and story of the game and look for ways to exploit that in your levels:
You're building a space that people work and live, its important to not only accurately create a tool box but to place it in a way that it will be used AND shows it has been used in the past. When you place that tool box consider its impact on the surrounding environment and other props, does this create a high traffic area? Is this a personal tool box that people keep stealing from? How do you show this? Create back story for your scene and work that out visually, you're telling a story but you don't have to pause the action of the game and force the player to listen to some NPC drivel on for 20min.
- Ask yourself questions while you're working:
Where does this pipe go, what does it carry? Be that annoying toddler inside your own head that constantly asks questions.
- Fill rooms with appropriate objects:
This shouldn't even need to be said anymore but do not fill levels with objects you've already created just because its easy. Even Halo3 players know crates and barrels are cliche so why in the hell do we still keep forcing them on people. When you make an object for a room lets say a generator, think of where it supplies power to, how it gets its fuel, and all the sub systems it takes to maintain it. No instead of filling the room up with crates you've filled it up with interesting things.
- Give your objects life:
I'm going to sound like a crazy old bat but I give my props names, create factions for objects and try to work out a life of their own as if they where alive. The point the player happens into the scene is the point they all freeze and pretend to be inanimate.
- Give yourself a life:
How can you be creative if you're constantly running on an empty tank of coffee fumes and toaster oven shakins? Take care of yourself, get exercise and don't work yourself too hard. There are few things in this world you will get back, time is not one of them.
Good luck, I wish someone had told all of this to me, but instead I had to bang my head on the keyboard for a few months/weeks/years. I can't say it was a waste because it taught me to keep looking and improving so hopefully reading all this doesn't give you a false sense that you've got it all figured out because I'm still learning and evolving. Its going to suck when that stops, but hopefully I can look back with little regrets and say "I consistently did better and never stopped learning"
http://www.itchy-animation.co.uk/tutorials/light01.htm
www.philipk.net
[FONT="]Danny Rodriguez - http://www.cgchannel.com/news/viewfeature.jsp?newsid=6969&pageid=0[/FONT]
[FONT="]Jay Hawkins - http://www.hawkprey.com/[/FONT]
[FONT="]Mikey Spano - http://www.mikeyspano.com/[/FONT]
[FONT="]Chris Bartlett - http://www.tk409.com/bartlettindustries/portfolio/[/FONT]
[FONT="]Kevin Lanning - http://features.cgsociety.org/story_custom.php?story_id=4040[/FONT]
[FONT="]Chris Perna - http://profile.myspace.com/index.cfm?fuseaction=user.viewprofile&friendID=133961172[/FONT]
[FONT="]Josh Jay - http://www.myspace.com/joshjaydeveloper[/FONT]
[FONT="]John Wallin Liberto - http://www.johnwallin.net/site/main.html[/FONT]
http://www.summitpost.org/image/
Good stuff here for color theory
--- fixed the link ----
http://boards.polycount.net/showthread.php?p=833213#post833213
http://www.dashdotslash.net/tutorials.php
some of them are for environment modeling and texturing using Mudbox
I haven't modeled plants and stuff yet but I would start here unless someone says otherwise.
http://www.3dtotal.com/team/Tutorials_3/Creating_low_poly_foliage/low_poly_foliage_01.asp
A little on how he is using zbrush for pillar objects, etc.
If any of you other enviro artists feel like sharing feel free..
Im searching this out now, but if anyone knows how Im dying to find out.
I also updated the post I had forgotten to upload the highpoly/lowpoly mesh image.
Opacity.us - http://www.opacity.us/
Location works - http://www.locationworks.com/library/index.html
Underground Ozarks - http://www.undergroundozarks.com/
Sleep City - http://sleepycity.net/gallery
Urban Exploration - http://www.uer.ca/
Zahkunst - http://www.zahkunst.net/mainpage.htm
Urban Atrophy - http://www.urbanatrophy.com/
I have been searching for a few hours on this subject, I read the original post (thanks alexk), but the specific process is still missing, im going to try it soon myself. Thanks though for this information, very interesting to me.
The key to environment modeling in Zbrush is the alpha quality for creating stuff.
Thanks to any replies.