Release date:2019, March

Duration:05 h 00 m

Author:Martin Teichmann

Skill level:Beginner

Language:English

Exercise files:Yes

In this series, Martin Teichmann, Environment Modeler at Naughty Dog, takes you through his complete production workflow to build a stylized game ready environment; a process that requires not only technical and artistic knowledge, but also insight into the mechanics of game play in order to deliver the best experience for the player. In this first volume of a three part series, Martin guides you through his ideation process, reference gathering and the initial stages of development for a large environment. He creates a meaningful block mesh in 3dsMax which can then be turned into modules to split the environment creation process into small tasks. Using the example of an arch module, Martin demonstrates the asset’s creation through low-poly modeling and texturing in 3dsMax, hi-poly sculpting in ZBrush and texture generation in Substance Designer. Basic software knowledge is required as the workshop primarily focuses on workflow and the development of a unique art style. At the end, students will have a thorough understanding of the layout and early production process for game environments, and be ready for volume two where Martin moves on to the terrain, rocks and foliage.

Volume 1 – Blockmesh, Bridge, Castle 01. Introduction 02. Preparing 3Ds Max And Tips 03. References 04. Blockmesh Part 1 05. Blockmesh Part 2 06. Blockmesh Part 3 07. Blockmesh Part 4 08. Modules 09. Small Arch Modeling Part 1 10. Small Arch Modeling Part 2 11. Small Arch Lowpoly Modeling Part 1 12. Small Arch Lowpoly Modeling Part 2 13. Small Arch Texturing in Substance 14. Stone Texturing in Substance 15. Modules Finished 16. Conclusion

Volume 2 – Terrain, Rocks and Foliage 01. Creating Hi-Poly Rocks In Zbrush 02. Creating Low-Poly Rocks In 3Ds Max 03. Creating Rock Textures In Substance Designer 04. Tiling Rock Textures In Substance Designer 05. Rocks Lod, Col In Unreal 06. Terrain Generation In World Machine 07. Creating Trees In Photoshop And 3Ds Max 08. Importing Trees In Unreal 09. Trees Vertex Animation 10. Creating Grass And Ferns 11. Conclusion

Volume 3 – Assembling the Scene in Unreal Engine 01. Creating The Unreal Project 02. Placing Main Elements 03. First Lighting Pass 04. Placing Mid-Elements 05. Placing Castle Details 06. First Bake 07. Creating Additional Assets 08. Rock Material – Part 1 09. Rock Material – Part 2 10. Rock Vertex Paint 11. Stone Material 12. Castle Vertex Paint 13. Lighting Pass & Post Processing 14. Lightmass 15. Material Polish 16. Gameplay Tweaks 17. Details 18. Vista 19. Effects 20. Polish And Optimization

Building a Stylized Environment with Martin Teichmann.zip

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