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Environment modelling - Initial setup

polycounter lvl 10
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eboy polycounter lvl 10
Hey guys, just trying my hand at some proper environment modelling for games ofcourse. I've had a good look through the Polycount environment wiki and although it's got some great tips I couldn't find what I was looking for.

It's simple stuff really. I just want to know how you guys go about setting up an initial outdoor scene in 3ds Max. When setting up the camera to match the concept is there a tried and tested method? What's a good lens and FOV (I guess this all depends on the scene and concept.) Do you use the "camera correction modifier?"

Secondly, what's a good light setup? Something simple like a skylight for baking AO later? Other then that is it just good old standard lights for creating the sun etc? Or would you go into using the more advanced lights?

Any help about this is appreciated!

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  • Tumerboy
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    Tumerboy polycounter lvl 17
    uh. . . people bother setting up their camera in Max?

    I just run with whatever Max's default is. I've never touched it. Though if I were, I would probably look at what's going to be in game, and try and match that as closely as I could.

    As for lighting, we do all our lighting in engine, so I don't set up any real lights in max. I do set up lights in max to bake to vertex colors, or AO. most of the time for AO people just use Skylights, or there's a script around for a spot light filled dome that gives you similar results with a little more control.
  • eboy
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    eboy polycounter lvl 10
    Yea I see what your saying with not touching the camera. I wouldn't worry so much either if I were making some simple props or whatever. But even for character modelling I like to setup a camera when it comes to doing the renders. I understand it's also a good idea to setup a camera when starting out with an environment.

    Cheers for the help anyway.
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