Creating a Environment Kit Design for Games Tutorial
In Section 1, Model the Main Walls, I will be working on the following:
*Most if not all of Section 1 is just showing different things before I start modeling.* In the words of the tutorial, "However, there are a few decisions that we need to make before we start modeling our 3D kit elements"
Setting up the workspace: For the first part of the tutorial I am setting up the workspace in 3ds Max. Below is an image of what I am using to set up the workspace [Viewport Configuration]
Setting up units in Max: For this next part I will be setting up the Units in Max as well just as I did with the workspace. [Texture Map & Layouts] Using the Unit Setup...
Setting up the Grid: Since the Layout & Units are set up I will also configure the Grid settings.
Snap Settings: Now time to adjust the Snap settings for 3ds Max. The Video also goes over all the snap settings.
Game Engine Scale Vs. Real-World Scale: Here I am still adjusting the scale of the scene. I also imported and merged a character to see the size of the scene.


Pivot Placement: now comes the pivot placement part of the tutorial where I will be adjusting the pivot of the object/ mesh that I am working with. [The location of a pivot on an object]
Which just requires to affect pivot point and also using grid points vertex or grid lines.
Modular Systems you can work with: first part talks about how a model/ mesh should be depending on the type of game this will be for? Objects with volume to low volume... [Player Space]
Modeling a simple modular wall unit: Here I had to Snap objects into place for practice making a modular wall.
Modeling a simple modular pillar: now I will be doing the same thing but with the pillar area this time...Most of the process is speeded throughout this part of the tutorial... Grayboxing is one of the concepts repeated in this part...
Working with back-facing polygons: Not much being done... talks mainly about back facing polygons with different types of games.
In Section 2, Block Out Space, I will be working on the following:
Planning space between modular meshes: The part of the video just talks about planning space between each mesh. Depending on the type of game or the view this is important on which areas need to be detailed or left alone because no one can see them.
Creating base objects: This part talks about creating base objects or gray boxing the scene first. This is how it looks before getting into detail.
And here are more gray box versions that will represent the final version of a mesh/ model.
Dealing with curves on the grid: In this part it is showing how to deal with curves on the grid 3 different ways.
Gray Boxing your modular environment: Here I am building the environment [Gray boxing]. First image is my progress, second image what I'm trying to replicate, and 3rd image is my final.
In Section 3, Build Detailed Modular Elements:
Dos and don'ts of modular systems: This part as it is titled goes over dos or don'ts of modular systems [mesh/models]
Clone, Mirror, and tools to copy meshes:
This part just show how I can use the Clone, Mirror, and tools [Symmetry] to copy a mesh/ object.
Door sizes and window heights:
Talks about keeping a general reference of what scale a door will be in a game as well as a window.
In Section 4, Textures, I will be working on the following:
UV Mapping basics for modular meshes: This part gives basics on how UV Mapping works for modular objects. Using 1 texture map for all is better than using multiple..
Using base objects as UV templates: This part shows how I can use base objects in the UV and also by copying 1 mesh that has a UV also will be with the second mesh.
The UV grid and editor settings: This part shows how I can use the UV Grid Editor Settings. [ Where Everything Is ]
Determining Texel density: [Texture Unit] Has to be same across similar objects* shows how dense each texture is. Smaller less detail larger more detail [Size of object depends]. Also depends on what type of game is being played.
UV mapping modular environmental objects: In this part it talks more about UV mapping modular environmental objects. [What type of game determines the size, etc.]
Changing materials on modular meshes: How it shows how I can change the materials on modular meshes to a different one by selecting what I want to change first. Then I will select the material I want and apply it to the meshes.
Modular map size and UV: Quick video nothing being done.. said?
In the Final Section, Put it all together, I will be seeing how I can do the following:
Naming conventions for modular environments: This part talks about the importance of naming meshes correctly since duplicating it will go 001 then 002 to 03 04 40 etc.. Avoid colors in names and long names.
Placing detailed elements in the scene: This part just shows the person building the scene again....
Blending grid-based materials: Just shows how I can blend grind-base materials [Sand piles] and changing the vertex's of an object.
That is all for this tutorial.....
*Most if not all of Section 1 is just showing different things before I start modeling.* In the words of the tutorial, "However, there are a few decisions that we need to make before we start modeling our 3D kit elements"
Setting up the workspace: For the first part of the tutorial I am setting up the workspace in 3ds Max. Below is an image of what I am using to set up the workspace [Viewport Configuration]
Setting up units in Max: For this next part I will be setting up the Units in Max as well just as I did with the workspace. [Texture Map & Layouts] Using the Unit Setup...
Setting up the Grid: Since the Layout & Units are set up I will also configure the Grid settings.
Snap Settings: Now time to adjust the Snap settings for 3ds Max. The Video also goes over all the snap settings.
Pivot Placement: now comes the pivot placement part of the tutorial where I will be adjusting the pivot of the object/ mesh that I am working with. [The location of a pivot on an object]
Which just requires to affect pivot point and also using grid points vertex or grid lines.
Modeling a simple modular wall unit: Here I had to Snap objects into place for practice making a modular wall.
Modeling a simple modular pillar: now I will be doing the same thing but with the pillar area this time...Most of the process is speeded throughout this part of the tutorial... Grayboxing is one of the concepts repeated in this part...
Working with back-facing polygons: Not much being done... talks mainly about back facing polygons with different types of games.
In Section 2, Block Out Space, I will be working on the following:
Planning space between modular meshes: The part of the video just talks about planning space between each mesh. Depending on the type of game or the view this is important on which areas need to be detailed or left alone because no one can see them.
Creating base objects: This part talks about creating base objects or gray boxing the scene first. This is how it looks before getting into detail.
And here are more gray box versions that will represent the final version of a mesh/ model.
Dealing with curves on the grid: In this part it is showing how to deal with curves on the grid 3 different ways.
Gray Boxing your modular environment: Here I am building the environment [Gray boxing]. First image is my progress, second image what I'm trying to replicate, and 3rd image is my final.
In Section 3, Build Detailed Modular Elements:
Dos and don'ts of modular systems: This part as it is titled goes over dos or don'ts of modular systems [mesh/models]
Clone, Mirror, and tools to copy meshes:
This part just show how I can use the Clone, Mirror, and tools [Symmetry] to copy a mesh/ object.
Door sizes and window heights:
Talks about keeping a general reference of what scale a door will be in a game as well as a window.
In Section 4, Textures, I will be working on the following:
UV Mapping basics for modular meshes: This part gives basics on how UV Mapping works for modular objects. Using 1 texture map for all is better than using multiple..
Using base objects as UV templates: This part shows how I can use base objects in the UV and also by copying 1 mesh that has a UV also will be with the second mesh.
The UV grid and editor settings: This part shows how I can use the UV Grid Editor Settings. [ Where Everything Is ]
Determining Texel density: [Texture Unit] Has to be same across similar objects* shows how dense each texture is. Smaller less detail larger more detail [Size of object depends]. Also depends on what type of game is being played.
UV mapping modular environmental objects: In this part it talks more about UV mapping modular environmental objects. [What type of game determines the size, etc.]
Changing materials on modular meshes: How it shows how I can change the materials on modular meshes to a different one by selecting what I want to change first. Then I will select the material I want and apply it to the meshes.
Modular map size and UV: Quick video nothing being done.. said?
In the Final Section, Put it all together, I will be seeing how I can do the following:
Naming conventions for modular environments: This part talks about the importance of naming meshes correctly since duplicating it will go 001 then 002 to 03 04 40 etc.. Avoid colors in names and long names.
Placing detailed elements in the scene: This part just shows the person building the scene again....
Blending grid-based materials: Just shows how I can blend grind-base materials [Sand piles] and changing the vertex's of an object.
That is all for this tutorial.....
Comments
Post a Comment