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Building A Stylized Environment, Volume 2

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Martin Teichmann

2:41:37

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  • 01. Creating Hi-Poly Rocks In Zbrush.mp4
    23:52
  • 02. Creating Low-Poly Rocks In 3Ds Max.mp4
    13:50
  • 03. Creating Rock Textures In Substance Designer.mp4
    12:24
  • 04. Tiling Rock Textures In Substance Designer.mp4
    18:50
  • 05. Rocks Lod, Col In Unreal.mp4
    11:35
  • 06. Terrain Generation In World Machine.mp4
    12:15
  • 07. Creating Trees In Photoshop And 3Ds Max.mp4
    19:25
  • 08. Importing Trees In Unreal.mp4
    15:18
  • 09. Trees Vertex Animation.mp4
    12:15
  • 10. Creating Grass And Ferns.mp4
    21:13
  • 11. Conclusion.mp4
    00:40
  • MTE02 ProjectFiles.zip
  • Description


    In this series, Martin Teichmann, Environment Modeler at Naughty Dog, takes you through his complete production workflow to build a stylized game ready environment; a process that requires not only technical and artistic knowledge, but also insight into the mechanics of game play in order to deliver the best experience for the player. In this second volume of the series, Martin guides you through the creation of the rock and vegetation assets needed for a detailed game environment based off the references and block meshes created in Volume One. He covers the modeling process for high-poly rocks in ZBrush, how to create the low-poly using 3dsMax, then creates the rock textures using Substance Designer. Assets are imported into Unreal where material creation is addressed as well as Rock LODs. Martin creates the stylized trees in Photoshop and 3dsMax, imports them into Unreal and demonstrates the technical setup for animated foliage using vertex animation. At the end of this volume, you should have a good understanding of organic asset creation and be ready to move on to Volume Three where Martin discusses final scene assembly in the Unreal Engine.

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    Martin Teichmann
    Martin Teichmann
    Instructor's Courses

    Environment Artist at Naughty Dog

    Martin Teichmann is an environment artist working in the games industry. In 2007, Martin started his career at Deck13 in Frankfurt Germany. After a short freelance period he then joined the team at Crytek as an artist on Crysis 2 and Crysis 3. In 2013 Martin moved to Rocksteady London where he worked on Batman Arkham Knight as an Environment and Lighting Artist, then in 2015 he made the move to Los Angeles to work at Naughty Dog. He has contributed to Uncharted 4, Uncharted Lost Legacy and is currently working on The Last of Us Part 2.

    The Gnomon Workshop provides training that both educates and inspires for visual effects artists, concept designers, sculptors and comic book illustrators ...
    • language english
    • Training sessions 11
    • duration 2:41:37
    • Release Date 2024/05/09