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http://wiki.polycount.com/EnvironmentSculpting Environment sculpting is the process of creating a high-resolution 3D model with a series of painting strokes, using 3D sculpting software . Usually the details from these models are baked into a NormalMap for a lower-resolution in-game model. Sculpting Tiled Maps

EnvironmentSculpting

January 2009 In this short breakdown I will show you how I did the clothes on the “For the King” project. I think the first and most important step is that you start to familiarize yourself with the object you are trying to model and its behavior. I used flickr.com and google for my research and searched everything related to fabric and cloth.

ZBrush Clothes Tutorial

http://www.selwy.com/2009/zbrush-clothes-tutorial/#comment-12738

Modelling of the Undead Rogue (Part 12 of 21 – Scarf Modelling) | 3DTuts - Free Tutorials by 3D Modeling, Texturing, Animation

http://3dexport.com/3dtuts/3d-tutorials/modelling-of-the-undead-rogue-part-12-of-21-scarf-modelling/ 3D.DTuts.com Modelling of the Undead Rogue (Part 12 of 21 – Scarf Modelling) On Nov 4, 2010 by SpyBG Details: Skill Level: Intermediate Techniques: Modeling , Sculpting Used Software: 3DS MAX, Zbrush, Photoshop Completion Time: 20.56 min

VideoTutorials

Search public documentation: VideoTutorials 日本語訳 中国翻译 한국어 Licensees can log in . Red links require licensee log in. Interested in the Unreal Engine? http://udn.epicgames.com/Three/VideoTutorials.html#Unreal%20Engine%203%20Video%20Tutorials
http://www.polycount.com/forum/showthread.php?t=88933

How to make terrains for games

Your terrain looks kickass but from what i gathered in the wip thread the polycount is extremely high. I have my doubts about the practical usability for anything that goes beyond a portfolio showpiece. There is a reason why the regular terrain in CE uses lod steps for the tesselation. The guideline from Crytek is 50k tris on screen for terrain.
http://www.bencloward.com/shaders_skin.shtml

Skin Shader

DOWNLOAD: (right click and choose "save target as...") Skin Shader This shader mimics some of the properties of skin such as sub-surface sacttering, variable glossyness, subtle surface detail, and rim lighting. It's especially tailored for use on faces, but can also be used for skin in general. It uses three texture maps: a diffuse texture, a specular texture, and a normal map.