The theme of this round of tutorials is modular asset
creation. Modular assets are a really efficient way to create environments. Recently
I have noticed quite a few students on Polycount who haven’t been shown this
technique so hopefully this will help someone:
- Creating Modular Environments in UDK: http://www.thiagoklafke.com/modularenvironments.html
- Modular Fantasy Building tutorials: http://wiki.polycount.com/ModularMountAndBlade
- Working with Modular sets: http://www.philipk.net/tutorials/modular_sets/modular_sets.html
Ok, now that we are friends again I’ll also mention a friend’s
blog I have linked (just above the tutorials). He is a great guy who is looking
to create a brand new portfolio too so please take a look across there and give him some art love!
Now, back to the work! Last time I promised you more details
on how I plan to try and make sure I reuse as many textures and assets that I
create. I will do this with by using two main techniques, tiling textures and
an asset library.
Tiling Textures
Ok so tiling textures aren't exactly new, they are a great
way of getting the most out of your texture space and are an efficient way of
working but what am I going to do differently? My plan is to create my own
texture library of hand crafted tiling textures created using a combination of
Maya, ZBrush and Photoshop. ZBrush has some very handy tricks which lend itself
well to creating tiling textures (tricks I intend to share with you all!) and I
plan to take advantage of them all!
Asset library
This is the more obscure of the two techniques I plan to
use, it entails keeping a library of all assets I create with the intention to
reuse at a later date. For example, if I'm creating a tiling wood floor texture
in ZBrush I will need to export an .Obj file of wood planks which I will then
take into ZBrush and sculpt. The plan is to keep a copy of both the .Obj file and
a copy of the ZTool (ZBrush asset file) so that they can be used at a later
date in another scene/texture. In a
nutshell the technique for creating tiling textures in ZBrush includes
combining multiple assets to form a texture, so having a library will be extremely
useful.
As you can see, these two techniques should go together well
and I hope it will prove to be a fantastic time saver in the long run!
Thanks again for checking in, the next post will be very
soon (tomorrow?!) and will include the planning for my first major portfolio project, ‘Eagles
Rest’! Once again I apologise for the terrible title, maybe I’ll make a thing
of it…Anyway, hope to see you back here soon!
Really helpful stuff man! Always a good idea to have a foundation formula to work from. Its always good to find a bit of time beforehand to learn this stuff before diving into modelling because you might get stuck and have to backtrack all the time 0_<
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