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▓ Environment Production Workflow: Tips, Tricks and Concepts ▓
▒░ ▄▄ ▀ The Gnomon Workshop ▀ ▄▄ ░▒
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▓▓ ░ Date: 2012-11-27 Disks: xx/29 ░ ▓▓
┌─::─┘ └─::─┐
▓▓ ░ 3D Environment artists require an extensive set of tools ░ ▓▓
▓▓ ░ and techniques in their arsenal in order to deal with the ░ ▓▓
▓▓ ░ complexity of a full 3D environment. Environment artist ░ ▓▓
▓▓ ░ David Lesperance will guide you through his process for ░ ▓▓
▓▓ ░ developing 3D environments in Environment Production ░ ▓▓
▓▓ ░ Workflow û Tips, Tricks and Concepts. Various topics are ░ ▓▓
▓▓ ░ addressed in this lecture, starting with the composition ░ ▓▓
▓▓ ░ and layout of the scene, lighting, materials, textures, and ░ ▓▓
▓▓ ░ sculpting techniques. ░ ▓▓
▓▓ ░ ░ ▓▓
▓▓ ░ David begins his lecture on composition and layout, along ░ ▓▓
▓▓ ░ with some of the techniques he uses to find the best ░ ▓▓
▓▓ ░ composition for the environment he is designing. This ░ ▓▓
▓▓ ░ includes finding the right mood and using some quick Adobe« ░ ▓▓
▓▓ ░ Photoshop« tricks to enhance the lighting in the scene He ░ ▓▓
▓▓ ░ then moves into Autodesk« 3ds Max« to go over his process ░ ▓▓
▓▓ ░ for developing materials in V-Ray«, starting with glass and ░ ▓▓
▓▓ ░ various metal materials, pointing out various options in ░ ▓▓
▓▓ ░ the V-Ray« material to make it easier to troubleshoot ░ ▓▓
▓▓ ░ issues when they arise. ░ ▓▓
▓▓ ░ ░ ▓▓
▓▓ ░ His lecture then moves into terrain modeling, discussing a ░ ▓▓
▓▓ ░ series of techniques he uses to design convincing terrains. ░ ▓▓
▓▓ ░ He first discusses a technique for blending surfaces, ░ ▓▓
▓▓ ░ starting by sculpting some high resolution rock formations ░ ▓▓
▓▓ ░ using ZBrush4R4« and combining them in 3ds Max« using some ░ ▓▓
▓▓ ░ Boolean operations. He then demonstrates how blend ░ ▓▓
▓▓ ░ materials across the surfaces using vertex paint to control ░ ▓▓
▓▓ ░ a mask within a Blend Material. ░ ▓▓
▓▓ ░ ░ ▓▓
▓▓ ░ Next he moves on to terrain building using World Machine to ░ ▓▓
▓▓ ░ generate fractal based terrain maps and exporting ░ ▓▓
▓▓ ░ displacement maps to rapidly create terrain assets. David's ░ ▓▓
▓▓ ░ next series of lectures focus on the practical layout, ░ ▓▓
▓▓ ░ composition, texturing, and lighting a digital environment. ░ ▓▓
▓▓ ░ Here, he focuses on the build process, starting with rough ░ ▓▓
▓▓ ░ layout, then adding various rubble assets before moving ░ ▓▓
▓▓ ░ into lighting and texturing the environment. ░ ▓▓
▓▓ ░ ░ ▓▓
▓▓ ░ During the texture phase, he discusses texture scale issues ░ ▓▓
▓▓ ░ and demonstrates how to keep texture scale consistent ░ ▓▓
▓▓ ░ across multiple assets. His final set of lectures focus ░ ▓▓
▓▓ ░ primarily on rapid modeling and sculpting techniques he ░ ▓▓
▓▓ ░ employs in his workflow. Here, David discusses everything ░ ▓▓
▓▓ ░ from high-resolution sub-D modeling in 3ds Max« to high ░ ▓▓
▓▓ ░ resolution sculpting techniques in ZBrush«. ░ ▓▓
▓▓ ░ ░ ▓▓
▓▓ ░ His primary focus inside ZBrush« is the use of the new ░ ▓▓
▓▓ ░ Insert Multi Mesh tool and the latest updates to Dynamesh ░ ▓▓
▓▓ ░ in ZBrush4R4«. ░ ▓▓
▓▒ ░ ░ ▒▓
▒░ ▄▄ ▀ I - Unpack this collection of knowledge. ▀ ▄▄ ░▒
▄▓▓▀▓ II - Mount or burn to access the wast information. ▓▀▓▓▄
▐▓▓▌ ▒░▄▄ III - Watch, read, learn and become all you can be. ▄▄░▒ ▐▓▓▌
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█▒ iNKiSO, QUASAR, JGTiSO, AG, HELL ▒█
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░█▓▀▓▄▄▄▄ Plato (423 BC - 347 BC) was a Classical Greek ▄▄▄▄▓▀▓█░
█▒ ▄▓▀ philosopher, mathematician, student of Socrates ▀▓▄ ▒█
▓░ ▐▓▌ writer of philosophical dialogues, and founder of ▐▓▌ ░▓
▒░ ▀▓▄░ the first institution of higher learning. ░▄▓▀ ░▒
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░ ▒░█ ░░▀▀█▓▄▄░ team.plato@inbox.lv ░▄▄█▓▀▀░░ █░▓ ░
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░ ▒ ▓░ ░ ░▒ ▐▓▓▌ 423 BC - 347 BC ▐▓▓▌ ▒░ ░ ░▓ ░
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