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Environment Modeling/Texturing

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H.W
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Tue Feb 14, 2017 8:14 pm

Hey guys,
So for my final Bachelor Thesis(will start in April but already want to Start with the practical Part)i have to do a Environment.
I already chosen an ambient: futuristic&(technical).
Target-Engine: Unity

So can anyone recommend some good Tutorials?
I think i have a good understanding on how to create probs etc but a whole Environment is new to me.
The Workflow is still the same or are there some diffrents ?

I only want to use Max, Painter, Unity and Photoshop. <---- enough?

I know this is not much information but for the beginning every post/Info will help me to get an overall idea.
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Tim
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Wed Feb 15, 2017 2:56 am

I think your choice in the engine is a good one and the software you plan to use should certainly be enough :)

Unfortunately I don't know any tutorials.. you may wanna scan digital tutors/pluarsight for any.

My buddy Berker Sino was recently explaining pretty well how he approaches his sci fi environment so if you haven't seen it already, must read!

https://80.lv/articles/pbr-environments-in-games/
JEmerson
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Wed Feb 15, 2017 2:39 pm

You might checkout https://80.lv/articles/complex-architec ... breakdown/ and https://80.lv/articles/david-schultz-en ... sign-tips/. That will give you an idea how to approach environments. The process is almost the exact same as any other asset (just more of it). The gist of it though is that you break it down to the simplest forms at first and really nail the placement and scale (this is CRUCIAL). Once you have this done, you can start doing the assets themselves. There are a couple of ways people do them from what I can tell.

1) All assets simultaneously to "maintain" detail consistency across the entire image.
2) Each asset separately with final incorporation.

The trick to environments (and really any piece) is to plan the basic shapes to point towards your point of interest, to allow "blank" space for the eye to rest in-between the details, and to design in a modular format (as possible) so that you may re-use elements in different places (reducing your total work). Note* It is ok to not design with modularity, but it will increase your time spent.

The basic plan is something like this:

1) Blockout
2) Simple detail pass (large shapes) - Can start a light pass here, but probably wait until the medium detail is in. This will help guide you when making your textures. Lighting is KEY to making environments believable.
3) Medium detail pass (medium shapes) - Adjust camera POV to 2-3 final positions to choose from. Refine light pass.
4) Heavy detail pass (hero assets and anything near the camera POV - these assets should have the highest texel density (highest texture resolutions)) - Finalize light pass.
5) Adjust camera POV to final position.
6) Do an awesome screenshot/render.
7) Take awesome screenshot/render into Photoshop and do color corrections, then share with the world!

Your software choices are perfectly fine and acceptable. You don't need anything more.
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H.W
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Wed Feb 15, 2017 3:13 pm

Thank you very much JEmerson! :icon_p:
These are really good tipps :icon_teach:
aclund3
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Thu Apr 06, 2017 12:15 am

You might give Thiago Klafke's environment tutorial a try.

https://cubebrush.co/thiagoklafke?product_id=ruvzuw

Its goes pretty deep into the actual process of making an environment, as opposed to you having to find bits and pieces of of the process here and there and you having to figure out how it all comes together to actually make a full thing.
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