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		<id>http://wiki.polycount.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Joshua+Stubbles</id>
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		<updated>2026-04-22T20:13:13Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.polycount.com/wiki/Category:EnvironmentModeling</id>
		<title>Category:EnvironmentModeling</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:EnvironmentModeling"/>
				<updated>2014-09-20T23:04:11Z</updated>
		
		<summary type="html">&lt;p&gt;Joshua Stubbles: /* Environment Modeling Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Category Environment Modeling =&lt;br /&gt;
Topics about modeling levels and environments in games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Normal Map Modeling ==&lt;br /&gt;
[[NormalMap|Normal maps]] for mechanical/constructed items are often done with subdivision surface modeling. See [[SubdivisionSurfaceModeling#Hard_Surfaces]]. To add some organic wear and tear, artists bring their finished sub-d models into Zbrush or Mudbox or 3DCoat for a quick sculpt pass. Some artists do all their mechanical work in a sculpting app, but it seems to be a bit harder to get clean results. See [[CharacterSculpting#Hard-Surface_Sculpting]].&lt;br /&gt;
&lt;br /&gt;
Normal maps for organic/natural assets are usually made entirely in your [[Category:Tools#A3D_Sculpting_Software|3D sculpting tool]], but some people use procedural tools.&lt;br /&gt;
See [[EnvironmentSculpting]].&lt;br /&gt;
&lt;br /&gt;
Sometimes you can shortcut the sculpting/baking process by using a [[Category:Tools#A2D_Normal_Map_Software|2D normal mapping tool]] like nDo or Crazy Bump. This can save a lot of time, but can cause seams if you're not careful.&lt;br /&gt;
&lt;br /&gt;
== Environment Modeling Tutorials ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=89151 Blade &amp;amp; Soul Environments] Polycount forum thread, plus info on large terrains in UE3 (Unreal Engine 3).&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=88933 How to make terrains for games] - by [http://www.polycount.com/forum/member.php?u=21965 'choco']&lt;br /&gt;
* [http://www.polycount.com/forum/showpost.php?p=1424523&amp;amp;postcount=8591 Erosion Terrain Tutorial] - by [http://www.polycount.com/forum/member.php?u=21965 'choco']&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=62114 Gears2 Environment Art] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=54311 UT3 &amp;amp; Gears Environment Art] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=1492296#post1492296 UT3 &amp;amp; Gears Environment Art - Step By Step] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
* [[attachment:rorshach_scifi_supportbeam.pdf|SciFi Support Beam PDF]] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
* [http://chrisholden.net/tutor/ Environment tutorials] - by [http://chrisholden.net/ Chris 'cholden' Holden]&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=40608 Environment modeling basics] Polycount forum thread&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=53002 Environment Modeling FAQ &amp;amp; Resources] Polycount forum thread&lt;br /&gt;
* [http://www.vimeo.com/album/227064 De-Constructing &amp;quot;DemonThrone&amp;quot; – A Video Series] - by [http://www.jasonlavoie.net/ Jason Lavoie]&lt;br /&gt;
* [[ModelingRubbleIntoAPath|Integrating rubble into a path]] - by [http://www.ivassago.com Joshua Stubbles]&lt;br /&gt;
&lt;br /&gt;
== Pages In This Category ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Joshua Stubbles</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/ModularMountAndBlade</id>
		<title>ModularMountAndBlade</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/ModularMountAndBlade"/>
				<updated>2014-09-20T21:41:29Z</updated>
		
		<summary type="html">&lt;p&gt;Joshua Stubbles: /* Modular Mount &amp;amp; Blade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Modular Mount &amp;amp; Blade =&lt;br /&gt;
These tutorials were originally posted by [http://wypierpapier.blogspot.com/ 'gutekfiutek'] on the [http://max3d.pl/forum/showthread.php?p=813527 Polish forum max3d.pl], for a mod of the game Mount &amp;amp; Blade called &amp;quot;Polished Buildings&amp;quot;. Translations from the Polycount thread [http://www.polycount.com/forum/showthread.php?t=76190 Looking for a Polish translator!].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&amp;lt;&amp;lt;sup&amp;gt;|[[image:Modular_MountBladeMod_01.jpg|center|200px]]&lt;br /&gt;
|&amp;lt;&amp;lt;sup&amp;gt;|[[image:Modular_MountBladeMod_02.jpg|center|200px]]&lt;br /&gt;
|&amp;lt;&amp;lt;sup&amp;gt;|[[image:Modular_MountBladeMod_03.jpg|center|200px]]&lt;br /&gt;
|&amp;lt;&amp;lt;sup&amp;gt;|[[image:Modular_MountBladeMod_04.jpg|center|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Texturing tutorials for the Mount &amp;amp; Blade &amp;quot;Polished buildings&amp;quot; mod. Click image for full size.&lt;br /&gt;
|-&lt;br /&gt;
| Tutorials by: [http://wypierpapier.blogspot.com gutekfiutek]. English translations by: [http://level-design.org seir], [http://www.polycount.com/forum/member.php?u=29304 teaandcigarettes], and [http://level-design.org nastrash]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[EnvironmentModularity]]&lt;br /&gt;
* [[ConceptEnvironment]]&lt;br /&gt;
* [[Environment]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:EnvironmentModularity]] [[Category:EnvironmentModeling]] [[Category:EnvironmentTexturing]]&lt;/div&gt;</summary>
		<author><name>Joshua Stubbles</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/ModularMountAndBlade</id>
		<title>ModularMountAndBlade</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/ModularMountAndBlade"/>
				<updated>2014-09-20T21:37:24Z</updated>
		
		<summary type="html">&lt;p&gt;Joshua Stubbles: /* Modular Mount &amp;amp; Blade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Modular Mount &amp;amp; Blade =&lt;br /&gt;
These tutorials were originally posted by [http://wypierpapier.blogspot.com/ 'gutekfiutek'] on the [http://max3d.pl/forum/showthread.php?p=813527 Polish forum max3d.pl], for a mod of the game Mount &amp;amp; Blade called &amp;quot;Polished Buildings&amp;quot;. Translations from the Polycount thread [http://www.polycount.com/forum/showthread.php?t=76190 Looking for a Polish translator!].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&amp;lt;&amp;lt;sup&amp;gt;|[[image:Modular_MountBladeMod_01.jpg|center|200px]]&lt;br /&gt;
|&amp;lt;&amp;lt;sup&amp;gt;|[[image:Modular_MountBladeMod_02.jpg|center|200px]]&lt;br /&gt;
|&amp;lt;&amp;lt;sup&amp;gt;|[[image:Modular_MountBladeMod_03.jpg|center|200px]]&lt;br /&gt;
|&amp;lt;&amp;lt;sup&amp;gt;|[[image:Modular_MountBladeMod_04.jpg|center|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Texturing tutorials for the Mount &amp;amp; Blade &amp;quot;Polished buildings&amp;quot; mod. Click image for full size.&lt;br /&gt;
|-&lt;br /&gt;
| Tutorials by: [http://wypierpapier.blogspot.com gutekfiutek]. English translations by: [http://level-design.org seir], [http://www.polycount.com/forum/member.php?u=29304 teaandcigarettes], and [http://level-design.org nastrash]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[EnvironmentModularity]]&lt;br /&gt;
* [[ConceptEnvironment]]&lt;br /&gt;
* [[Environment]]&lt;/div&gt;</summary>
		<author><name>Joshua Stubbles</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:Modular_MountBladeMod_02_thumb.jpg</id>
		<title>File:Modular MountBladeMod 02 thumb.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:Modular_MountBladeMod_02_thumb.jpg"/>
				<updated>2014-09-20T21:03:05Z</updated>
		
		<summary type="html">&lt;p&gt;Joshua Stubbles: Joshua Stubbles uploaded a new version of &amp;amp;quot;File:Modular MountBladeMod 02 thumb.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Migrated from previous wiki&lt;/div&gt;</summary>
		<author><name>Joshua Stubbles</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/ModelingRubbleIntoAPath</id>
		<title>ModelingRubbleIntoAPath</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/ModelingRubbleIntoAPath"/>
				<updated>2014-09-16T03:50:02Z</updated>
		
		<summary type="html">&lt;p&gt;Joshua Stubbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
In [http://www.polycount.com/forum/showpost.php?p=1786702&amp;amp;postcount=2904 this post], [http://www.ivassago.com/ Joshua Stubbles] says:&lt;br /&gt;
&lt;br /&gt;
Both textures were made in Zbrush. The bricks and rubble were all sculpted as separate ZTools and textured with Polypaint in Projection Master. For the Polypainting I used really plain textures where I removed all of the light/shadow information. They were projected onto the bricks and rocks using the alpha brush, to give depth, as Tate Mosesian points out in this Zbrush series: http://www.pixologic.com/zclassroom/homeroom/lesson/environments-with-tate-mosesian/&lt;br /&gt;
&lt;br /&gt;
The textures were then laid out in a 2.5D canvas and on different layers, for more control. Having things on different layers also allowed me to go back and do things like changing the color or contrast of just the dirt, or the tiny rocks.&lt;br /&gt;
&lt;br /&gt;
The large bricks in the rubble used the same brick meshes that I made the pathway out of. The textures all started off with the same base textures in Polypaint and were both color matched in needed areas.&lt;br /&gt;
&lt;br /&gt;
There are some things I need to go back and fix, though. The dirt/grout of the path is really dark, while the dirt of the rubble is very light. That looks bad. I might also do some Fallout-esque edge blending decals on the edges of the broken areas, to make it blend (any illusion of blending is just due to the even tone/color between textures, there are definitely seams).&lt;br /&gt;
&lt;br /&gt;
The damaged geo on the pathway was initially cut in and was very smooth as a rough shape. Once the rubble texture was applied, I used Max's cut tools to slice areas of the rubble and pushed/pulled verts around to accentuate the depth of the texture.&lt;br /&gt;
&lt;br /&gt;
[[image:Joshuastubbles_rubbles_path.jpg|frame|left| End result mesh - Image by [http://www.ivassago.com Joshua Stubbles].]]&lt;br /&gt;
[[image:Joshuastubbles_rubbles_wires1.jpg|frame|left| Wireframe - Image by [http://www.ivassago.com Joshua Stubbles].]]&lt;br /&gt;
[[image:Joshuastubbles_rubbles_tex1.jpg|frame|left| Brick texture - Image by [http://www.ivassago.com Joshua Stubbles].]]&lt;br /&gt;
[[image:Joshuastubbles_rubbles_tex2.jpg|frame|left| Rubble texture - Image by [http://www.ivassago.com Joshua Stubbles].]]&lt;/div&gt;</summary>
		<author><name>Joshua Stubbles</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/ModelingRubbleIntoAPath</id>
		<title>ModelingRubbleIntoAPath</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/ModelingRubbleIntoAPath"/>
				<updated>2014-09-16T03:46:32Z</updated>
		
		<summary type="html">&lt;p&gt;Joshua Stubbles: /* Modeling Rubble Into a Path */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
In [http://www.polycount.com/forum/showpost.php?p=1786702&amp;amp;postcount=2904 this post], [http://www.ivassago.com/ Joshua Stubbles] says:&lt;br /&gt;
&lt;br /&gt;
Both textures were made in Zbrush. The bricks and rubble were all sculpted as separate ZTools and textured with Polypaint in Projection Master. For the Polypainting I used really plain textures where I removed all of the light/shadow information. They were projected onto the bricks and rocks using the alpha brush, to give depth, as Tate Mosesian points out in this Zbrush series: http://www.pixologic.com/zclassroom/homeroom/lesson/environments-with-tate-mosesian/&lt;br /&gt;
&lt;br /&gt;
The textures were then laid out in a 2.5D canvas and on different layers, for more control. Having things on different layers also allowed me to go back and do things like changing the color or contrast of just the dirt, or the tiny rocks.&lt;br /&gt;
&lt;br /&gt;
The large bricks in the rubble used the same brick meshes that I made the pathway out of. The textures all started off with the same base textures in Polypaint and were both color matched in needed areas.&lt;br /&gt;
&lt;br /&gt;
There are some things I need to go back and fix, though. The dirt/grout of the path is really dark, while the dirt of the rubble is very light. That looks bad. I might also do some Fallout-esque edge blending decals on the edges of the broken areas, to make it blend (any illusion of blending is just due to the even tone/color between textures, there are definitely seams).&lt;br /&gt;
&lt;br /&gt;
The damaged geo on the pathway was initially cut in and was very smooth as a rough shape. Once the rubble texture was applied, I used Max's cut tools to slice areas of the rubble and pushed/pulled verts around to accentuate the depth of the texture.&lt;br /&gt;
&lt;br /&gt;
[[image:Joshuastubbles_rubbles_path.jpg|frame|left| Image by [http://www.ivassago.com Joshua Stubbles].]]&lt;br /&gt;
[[image:Joshuastubbles_rubbles_wires1.jpg|frame|left| Image by [http://www.ivassago.com Joshua Stubbles].]]&lt;br /&gt;
[[image:Joshuastubbles_rubbles_tex1.jpg|frame|left| Image by [http://www.ivassago.com Joshua Stubbles].]]&lt;br /&gt;
[[image:Joshuastubbles_rubbles_tex2.jpg|frame|left| Image by [http://www.ivassago.com Joshua Stubbles].]]&lt;/div&gt;</summary>
		<author><name>Joshua Stubbles</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/ModelingRubbleIntoAPath</id>
		<title>ModelingRubbleIntoAPath</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/ModelingRubbleIntoAPath"/>
				<updated>2014-09-16T03:45:58Z</updated>
		
		<summary type="html">&lt;p&gt;Joshua Stubbles: /* Modeling Rubble Into a Path */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Modeling Rubble Into a Path =&lt;br /&gt;
&lt;br /&gt;
In [http://www.polycount.com/forum/showpost.php?p=1786702&amp;amp;postcount=2904 this post], [http://www.ivassago.com/ Joshua Stubbles] says:&lt;br /&gt;
&lt;br /&gt;
Both textures were made in Zbrush. The bricks and rubble were all sculpted as separate ZTools and textured with Polypaint in Projection Master. For the Polypainting I used really plain textures where I removed all of the light/shadow information. They were projected onto the bricks and rocks using the alpha brush, to give depth, as Tate Mosesian points out in this Zbrush series: http://www.pixologic.com/zclassroom/homeroom/lesson/environments-with-tate-mosesian/&lt;br /&gt;
&lt;br /&gt;
The textures were then laid out in a 2.5D canvas and on different layers, for more control. Having things on different layers also allowed me to go back and do things like changing the color or contrast of just the dirt, or the tiny rocks.&lt;br /&gt;
&lt;br /&gt;
The large bricks in the rubble used the same brick meshes that I made the pathway out of. The textures all started off with the same base textures in Polypaint and were both color matched in needed areas.&lt;br /&gt;
&lt;br /&gt;
There are some things I need to go back and fix, though. The dirt/grout of the path is really dark, while the dirt of the rubble is very light. That looks bad. I might also do some Fallout-esque edge blending decals on the edges of the broken areas, to make it blend (any illusion of blending is just due to the even tone/color between textures, there are definitely seams).&lt;br /&gt;
&lt;br /&gt;
The damaged geo on the pathway was initially cut in and was very smooth as a rough shape. Once the rubble texture was applied, I used Max's cut tools to slice areas of the rubble and pushed/pulled verts around to accentuate the depth of the texture.&lt;br /&gt;
&lt;br /&gt;
[[image:Joshuastubbles_rubbles_path.jpg|frame|left| Image by [http://www.ivassago.com Joshua Stubbles].]]&lt;br /&gt;
[[image:Joshuastubbles_rubbles_wires1.jpg|frame|left| Image by [http://www.ivassago.com Joshua Stubbles].]]&lt;br /&gt;
[[image:Joshuastubbles_rubbles_tex1.jpg|frame|left| Image by [http://www.ivassago.com Joshua Stubbles].]]&lt;br /&gt;
[[image:Joshuastubbles_rubbles_tex2.jpg|frame|left| Image by [http://www.ivassago.com Joshua Stubbles].]]&lt;/div&gt;</summary>
		<author><name>Joshua Stubbles</name></author>	</entry>

	</feed>