Blog

Feb 17, 2012

PETER AND THE WOLF (2008)

Amazing world building in this adaptation. Can't praise it enough.

Feb 11, 2012

DEAR ESTHER

Robert Briscoe has finally finished rebuilding Dear Esther. You'll probably like it.

TEXTURELIB

Texturelib is a cgtextures copy with some good quality images, worth taking a look at. While you're at it, check out cgtexture's new Cambodia section.

Nov 24, 2011

NDO2 RELEASED!

Here's a run down of the final feature additions.

Nov 6, 2011

DAVID LESPERANCE ENVIRONMENT ARTIST

This guy is obviously very busy, and for good reason.

Oct 30, 2011

PHILLIP BAILEY'S RAGE ENVIRONMENTS

There's an art dump over at Polycount featuring vehicles, characters and environments from iD's Rage. Be sure to check out the before n' after shots of Phillip Bailey environments illustrating what is done with iD Tech's highlighting decal system.

Oct 1, 2011

UNITE 11 KEYNOTE

Unite 11 Keynote is up, and demonstrates the major upgrades on their way to Unity3D.

Sep 28, 2011

"SPECIAL EFFECTS WITH DEPTH" SIGGRAPH UNITY3D PRESENTATION

The presentation covers various graphics techniques that use depth, normals and color buffers. The methods range from improving standard techniques to creating entirely new ones, like approximate volumetric effects or advanced image post-processing. 

Sep 23, 2011

NICOLAS GARILHE IN ZBRUSH 4R2

Generous thread over at ZBrush Central outlining how this hard surface mech was created in the new ZBrush release. Some vids too.

And here's a nice video tutorial on creating a Mechanical Insert Brush while using Dynamesh.

Sep 21, 2011

FUCK YEAH CONCEPT ART

Someone's been collecting concpet art they like.

Sep 7, 2011

NDO2 ON IT'S WAY

The original NDo is a sophisticated Photoshop Action package that enables you to create Normal Maps inside of Photoshop using layers, blending, and even sculpting with Photoshop's brushes.

The creators have been busy developing NDo2 and the release is close at hand. It's looking amazing. Tragically, Windows only.

Sep 5, 2011

PHILLIPK

Phillip Klevestav has one of the most inspirational environment artist portfolios online, not to mention some excellent tutorials, and even some handy Photoshop actions you didn't know you needed, found at the bottom of this page

PORTFOLIO UPDATE

I've been working away in ZBrush to clarify a good workflow for making rocks, for my students and for myself. Each of the clusters of rocks that I've uploaded are made with a single rock, the one shown at the lower right of each image.

I noticed some of my students tended to think a simple, obviously modular rock form would be most useful when combining them into larger clusters. I don't think this is true, and I wanted to illustrate that an interesting shape yields more interesting configurations. 

Aug 28, 2011

EDITING HEIGHTMAPS IN ZBRUSH

If Unity3D had a Flatten brush as part of it's Terrain sculpting tools, then working alongside Terrain Toolkit would mean you have a fairly good editor for creating real time landscapes. But it doesn't. If you want to sculpt a ramp of any kind, say a path up a hill, a winding road or something similar, then it's almost impossible, and there's certainly no fun to be had trying to do it.

So I wanted to demonstrate the simplest way I could find to get a Terrain into Zbrush where you can sculpt what you need to, then quickly create a Heightmap (alpha depth mask in the ZBrush vernacular) to bring back into Unity3D or some other engine.

So here's a Heightmap in Unity3D that I've downloaded via Google Earth by loading this file: http://www.ambiotek.com/topoview. I explain how to do this in an earlier post.

Let's say we want to create a path from one terrace level to another around here:

First you want to export your Terrain as a mesh .obj, so you'll need to grab the TerrainObjExporter script from the Unity3D Wiki:

You must place the script in a folder named Editor in your project's Assets folder for it to work properly. Also it must be called "ExportTerrain" or it won't run.

Now select your Terrain>  in your Project pane, go to Menu > Terrain and select 'Export to Obj'. Choose Quads (ZBrush doesn't like Triangles) and Full from the little menu you get, then import the .obj as a tool into ZBrush.

Once you've done this, draw the mesh onto the Zbrush canvas and hit Edit. Now you're ready to hit 'B', choose a brush, and begin sculpting.

This of course is also what you need to do if you're using your Terrain as a stand in while sculpting overhanging rock formations, caves, cliffs and so on to later merge with your Heightmap as a 3D asset. You can always export your Terrain as Half if you're not using it rebuild a Heightmap, but just as a guide.

ZBrush is not the best program for navigating a large mesh unfortunately, but you can use CTRL + SHIFT to drag out a marquee over the area you want to focus on, hiding the rest of the mesh. When you're done just hold CTRL + SHIFT again and click on an empty part of the canvas and your whole model will pop back into view. Also keep Local checked on the right of the canvas which allows you to pivot the model around the last area on the mesh you touched with a brush.

Here I've used the Clay Tubes, Flatten  and Move brushes to quickly sculpt a kind of ramp. You don't need to get too refined when creating details in a Heightmap like this because the resolution of the mesh is fairly low anyway.

When you've done your sculpting, rotate your mesh to view from above, then hold SHIFT and rotate some more to snap it to the Top axis. 

This is where we create the new Heightmap. Go to Menu > Alpha > Grab Doc. You should see a grey scale Heightmap appear in the alpha tab on the left. Note that you could now use this alpha map to sculpt details onto a mesh. Just leave it where it is and try sculpting..

 

Now Menu > Alpha > Export, save it as a .psd and load it up into Photoshop. You will probably need to crop the Heightmap, rotate and or flip your image to match the original orientation, and you'll also need to resize it.

With your original Heightmap on your screen, go into Levels in Photoshop and adjust the light and dark values of your new Heightmap until you have something close to what you began with. 

Import your new Heightmap into Unity3D. You might still need to tweak the height value: Menu > Terrain > Set Resolution >Terrain Height. 

I've thrown down some quick texture coverage with the Terrain Toolkit Texture feature... and we're done!

Aug 27, 2011

CTRL+PAINT

For additional free videos, custom brushes, worksheets and more more check out www.ctrlpaint.com

Over at ctrlpaint.com Matt Kohr has a growing list of great beginner / intermediate tutorials for those interested in digital painting, or using Photoshop and SketchUp as part of their texture and asset creation workflow. Helpful and clear. For those not so confident yet with Photoshop, there's a great introduction for you to check out.

Aug 26, 2011

LATEST FIREFALL

I'm looking forward to diving off a cliff in Firefall. Looks like it would have been a fun project to work on.

Aug 25, 2011

MAYA AND ZBRUSH TUTORIALS

Josh Robinson has a bunch a good tutorials to show you. 

Aug 18, 2011

NICE ARCHVIZ IN UNITY3D

The work of a couple of guys developing an Adventure game. Check out the video here.

FREE CryENGINE 3 SDK FOR NON-COMMERCIAL USE

Anyone can now download a full version of the best All-In-One Game Development Engine, for free and use it without charge for non-commercial game development. Try out the fastest toolset for creating game worlds and use the power of CryENGINE 3 in your own games.

Aug 8, 2011

id SOFTWARE'S RAGE, NEW VIDEO

I'm liking the environment work in Rage. Also it makes a lot of sense to sit through John Carmack's generous monologue.