There seems to be 2 main forms of thought when it comes to creating environments. One is simply create each prop individually with there own unique texture texture creating the texture after the model. The second is to create the texture first then create the model based off of that. Each of these has its own advantages and disadvantages the second method seems to be the best for quickly blocking out and creating a scene and depending on what software used may be extremely useful, also very diverse however certain engines will not allow for this technique in such a way as to create high quality assets and can create issues when lighting. This is from my own personal experience.
The first technique on the other hand can be used in all engines and can usually take advantage of the same software the second uses creating a greater variety. Although this technique takes longer it tends to create much more interesting areas and realism for shadows, norm, spec and other basic maps can be created for greater quality all through this technique tends to take much longer as you must focus on each individual asset.
A combination of these 2 techniques seems to be the best choice for setting up the scene with the 2nd and then defining and cleaning up the scene with the first.
These are my opinions and observations, feel free to add to this or correct me.
Personal blog of my journey as a 3D environment Artist and a few extras thrown in. I'll be updating with my own personal notes and thoughts on certain techniques with updates on what I'm working on.
Wednesday, November 27, 2013
Saturday, November 23, 2013
In Reference to Reference
This is so obvious everyone forgets I know I do.
Always have reference even if you've made it a 1000 times. Mainly because if something looks wrong and you can not tell why there is little chance it will look correct.
Even when you think it looks right it may also be way of because you only think you know the correct athletics of stone, wood, brick, metal, etc... but you may be using the wrong type of wood stone etc for whatever your working on.
This is one of the reasons reference is extremely important.
This goes for all programs and disciplines and forms of art.
Always have reference even if you've made it a 1000 times. Mainly because if something looks wrong and you can not tell why there is little chance it will look correct.
Even when you think it looks right it may also be way of because you only think you know the correct athletics of stone, wood, brick, metal, etc... but you may be using the wrong type of wood stone etc for whatever your working on.
This is one of the reasons reference is extremely important.
This goes for all programs and disciplines and forms of art.
Thursday, November 21, 2013
Notes z-brush rockwall
These are my own personal notes results will vary on your own.
First use Clay tubes on a High Z intensity.
-100 last used
- Build Up a large pile for planing
- Build Up you can also use trim dynamic trails to smooth it first
Then use Planar
-leave settings at default
Creates a hard solid rock face with the needed imperfections
Embellish as needed.
This method seems to work best on a rounded surface.
Flat surface does not seem to work to well but may be possible with this method
Trim Adaptive seems to work well with flat surfaces but is much more organic (must use a light touch for this.) If using planar after using trim adaptive or trails creates a nice solid rockface.
When using planar be careful not to either cut to deep or leave the ledge of polygons they are very annoying to get rid of. Light touch seems to work best.
In my opinion it seems to work best on individual bricks.
First use Clay tubes on a High Z intensity.
-100 last used
- Build Up a large pile for planing
- Build Up you can also use trim dynamic trails to smooth it first
Then use Planar
-leave settings at default
Creates a hard solid rock face with the needed imperfections
Embellish as needed.
This method seems to work best on a rounded surface.
Flat surface does not seem to work to well but may be possible with this method
Trim Adaptive seems to work well with flat surfaces but is much more organic (must use a light touch for this.) If using planar after using trim adaptive or trails creates a nice solid rockface.
When using planar be careful not to either cut to deep or leave the ledge of polygons they are very annoying to get rid of. Light touch seems to work best.
In my opinion it seems to work best on individual bricks.
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Here is an example of this method in use. |
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