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		<id>http://wiki.polycount.com/wiki/Category:EnvironmentModularity</id>
		<title>Category:EnvironmentModularity</title>
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		<summary type="html">&lt;p&gt;Aidyburrows: /* Modular Design &amp;amp; Workflow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Topics about making modular environment art for games. &lt;br /&gt;
&lt;br /&gt;
Modular means pieces are made to fit together according to a common pattern, so just a few pieces can be reused multiple times to create a bunch of variety.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Modular Design &amp;amp; Workflow ==&lt;br /&gt;
How to plan out the development of modular environment pieces, and the workflow for creating them. The design of modular pieces is closely linked to game design; see [[Category:GameDesign]] for more.&lt;br /&gt;
&lt;br /&gt;
* [http://eat3d.com/udk_modular UDK Modular Masterclass - Efficiently Creating and Entire Scene with Tor Frick] - ($) an Eat3D tutorial by ''[http://www.torfrick.com/ Tor 'snefer' Frick]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Abandoned warehouse modular workflow in UDK, using Modo and Photoshop.&lt;br /&gt;
* [http://www.helderpinto.com/post-apoc-scene-breakdown/ Post apoc scene Breakdown] - by ''[[http://www.helderpinto.com/|Helder '[HP]' Pinto]]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Details about the creation of a modular abandoned warehouse.&lt;br /&gt;
* [https://www.3dmotive.com/f101001 Modular Building Workflow] - ($) a 3dmotive tutorial by ''[http://www.tylerwanlass.com/ Tyler Wanlass]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.&lt;br /&gt;
* [http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] - Transcript from GDC 2013 talk on Skyrim's Modular Level Design &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;An excellent in-depth article on Bethesda's environment art system.&lt;br /&gt;
* [http://www.kevinjohnstone.com/Help/Modular%20Environment%20Design.rar Modular Environment Design.rar] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt; East Coast Game Conference 2011 slides of the talk &amp;quot;Modular Environment Design, Or how I learned to stop worrying and love the grid&amp;quot;.&lt;br /&gt;
* [[attachment:Investigation_into_modular_design_within_computer_games_v1.0.pdf|Investigation into Modular Design within Computer Games]] (8.6MB PDF) - by ''[http://www.polycount.com/forum/member.php?u=37149 Scott Jones]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Research paper on modular workflow. Definition, benefits, history of modularity, usage, methods, case studies, UDK and 3ds Max. See the Polycount forum thread [http://www.polycount.com/forum/showthread.php?t=78444 Modular design within games].&lt;br /&gt;
* [http://udn.epicgames.com/Two/WorkflowAndModularity.html Workflow techniques and modularity with Unreal game technology] - by ''[http://www.epicgames.com Epic Games]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A guide to setting up your art-to-level-design pipeline and designing modularly.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=116526 Modular Environment Art applied from plaster tabletop sets] - by ''[http://www.polycount.com/forum/member.php?u=14498 'Makkon']''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Polycount forum thread with great visual breakdowns of modular tabeltop models.&lt;br /&gt;
* [http://forums.cgsociety.org/showthread.php?f=39&amp;amp;t=444791&amp;amp;page=7&amp;amp;pp=15#post4855106 Environment workflow from an artist working on a Crysis mod] - by ''[http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A modular city building and its texture sheet. &lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=54178 Mod Facade Challenge] - by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Breaking up a building into modular pieces and designing the texture sheet.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=52743 Adam Bromell's sketchbook thread] - by ''[http://www.adambromell.com Adam 'adamBrome' Bromell]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Breaking an environment down into modular pieces.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=52565 Chris' sketchbook thread] - by ''[http://chrisholden.net/ Chris 'cholden' Holden]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Environment design &amp;amp; modular workflow.&lt;br /&gt;
* [http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html Visually Appealing Building Guide] - by ''[http://www.chrisalbeluhn.com Christopher Albeluhn]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;An excellent breakdown of how to create visual interest with game buildings. [http://www.chrisalbeluhn.com/3D_Tutorials.html Additional tutorials here].&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=98461 Modular Building Design Workflow?] - a [http://boards.polycount.net/ Polycount] thread &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Discussion about creating modular buildings, with interiors and exteriors.&lt;br /&gt;
* [http://www.thiagoklafke.com/modularenvironments.html Modular Environments in UDK] - a tutorial by ''[http://www.thiagoklafke.com/index.html/ Thiago 'Minotaur0' Klafke]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Covers the techniques used to make [http://www.thiagoklafke.com/zestfoundation.html Zest Foundation.]&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=678052#post678052 Environment workflow @ EpicGames] - by ''[http://www.kevinjohnstone.com/ Kevin Johnstone]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A summary of the modular workflow used at Epic on Unreal Tournament 3.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=924231#post924231 Gears of War 2 modular modeling (Polycount Forum)] and [http://www.zbrushcentral.com/showthread.php?69232-Gears2-Environment-Art-%28step-by-step-page-5%29 Gears2 Environment Art Step by Step (ZBrush Central)] - by ''[http://wiki.polycount.net/Rorshach Kevin Johnstone]'' &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Tips and screenshots of using the grid for modular work, as well as a ton of useful insight into the Environment worflow at Epic. A highly recommended read!&lt;br /&gt;
* [[ModularMountAndBlade|Modular Mount &amp;amp; Blade]] - by ''[http://wypierpapier.blogspot.com/ 'gutekfiutek']'' &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Modular workflow for the mod &amp;quot;Polished Buildings&amp;quot; for the game Mount &amp;amp; Blade.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=1101338#post1101338 Modular brick wall tiling] - by ''[http://iamglynnsmith.com/ Glynn Smith]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Tips and screenshots for sculpting modular brick walls.&lt;br /&gt;
* [http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html Generic wall tutorial] - by ''[http://www.brameulaers.com Bram 'Peris' Eulaers]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Using 3ds Max and Mudbox to sculpt tilable modular sections for a stone wall.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=50160 Rock modeling approaches] - a [http://boards.polycount.net/ Polycount] thread &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;A variety of approaches for sculpting individual rocks and tilable cliffs.&lt;br /&gt;
* [http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/ Creating Perfectly Tiling Meshes in Zbrush for use in Videogame Environments] - by ''[http://osart3d.wordpress.com/ Owen 'SHEPEIRO' Shepherd]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Using ZBrush's 2.5D canvas to tile stamped meshes, then using Maya to model tilable geometry.&lt;br /&gt;
* [http://www.philipk.net/tutorials/modular_sets/modular_sets.html  Working with Modular Sets] - by ''[http://www.philipk.net Philip 'PhilipK' Klevestav]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;How to design and texture modular sci-fi wall panels.&lt;br /&gt;
* [http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html  Working with Modular Rocks] - by ''[http://www.philipk.net Philip 'PhilipK' Klevestav]''&amp;lt;&amp;lt;BR&amp;gt;&amp;gt;How to design, model, and texture modular rock assets, using Crazy Bump, Photoshop, and 3ds Max.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=76476 Modular Floor Tiles - Outlined in Shadow] - a Polycount thread &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;How to work around UDK modular problems.&lt;br /&gt;
* [http://www.cgmasters.net/free-tutorials/gamedev-4-modularity-odd-angles-on-blenders-grid/ Modular Building With More Natural Angles] - by ''[http://www.cgmasters.net/cg-masters-artist-galleries/aidy-burrows/ Aidy Burrows @ CG Masters]'' &amp;lt;&amp;lt;BR&amp;gt;&amp;gt;Getting more natural looking angles in the modular kit.&lt;br /&gt;
&lt;br /&gt;
== Units and Scale ==&lt;br /&gt;
The units and scale you use is very important. Modular meshes should be built to snap to a unit-based grid, and physics calculations depend on certain scales. Fortunately, game editors usually have a scale setting you can use on import to convert from 3d modeler scale into proper game engine scale.&lt;br /&gt;
&lt;br /&gt;
* [http://udn.epicgames.com/Three/UnrealUnits.html UDN: Unreal Units] - what units and scale to use for scenes in Unreal Engine. (Gears of War: 2 units = 1 inch, Unreal Tournament: 1 unit = 2 cm)&lt;br /&gt;
* [http://freesdk.crydev.net/display/SDKDOC3/Measurement+Reference CryENGINE SDK: Measurement Reference] - what units and scale to use for scenes in [[CryEngine]]. (Crysis: 1 unit = 1 meter)&lt;br /&gt;
* [http://docs.unity3d.com/Documentation/Components/FBXImporter-Model.html Unity: Import Settings for Meshes] - what units and scale to use for scenes in Unity. (Unity physics: 1 unit = 1 meter)&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[:Category:ConceptEnvironment]]&lt;br /&gt;
* [[:Category:EnvironmentModeling]]&lt;br /&gt;
* [[:Category:EnvironmentTexturing]] &lt;br /&gt;
* [[:Category:GameDesign]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Environment]] [[Category:EnvironmentModeling]]&lt;/div&gt;</summary>
		<author><name>Aidyburrows</name></author>	</entry>

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