Gnomon Course: Building a Stylized Environment
Events
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7, Mar — 1, Jun
York US   26, Mar — 29, Mar
Boston US   28, Mar — 1, Apr
Anaheim US   29, Mar — 1, Apr
RALEIGH US   30, Mar — 1, Apr
Latest comments

This is amazing! Please tell us, What programs where used to create these amazing animations?

I am continuing development on WorldKit as a solo endeavor now. Progress is a bit slower as I've had to take a more moderate approach to development hours. I took a short break following the failure of the commercial launch, and now I have started up again, but I've gone from 90 hour work weeks to around 40 or 50 hour work weeks. See my longer reply on the future of WorldKit here: https://www.youtube.com/watch?v=CAYgW5JfCQw&lc=UgxtXVCCULAyzrzAwvp4AaABAg.8swLeUjv7Fb8swt1875FAT I am hard at work with research and code, and am not quite ready to start the next fund-raising campaign to open-source, so I've been quiet for a while. I hope to have a video out on the new features in the next few weeks.

Someone please create open source world creator already in C/C++.

Gnomon Course: Building a Stylized Environment
3 March, 2019
News

Have a look at another amazing educational series from The Gnomon Workshop with Martin Teichmann, Environment Modeler at Naughty Dog. First of all, you will get essential tips on Unreal, 3ds Max, Substance Designer, and ZBrush. The course will take you through the artist’s complete production workflow to build a stylized game ready environment which is a process that requires not only technical and artistic knowledge, but also insight into the mechanics of gameplay in order to deliver the best experience for the player.”

The first volume of a three-part series is said to discuss the artist’s ideation process, reference gathering and the initial stages of development for a large environment. Martin will show you how to create a meaningful block mesh in 3dsMax which can then be turned into modules to split the environment creation process into small tasks.

“Using the example of an arch module, Martin demonstrates the asset’s creation through low-poly modeling and texturing in 3dsMax, hi-poly sculpting in ZBrush and texture generation in Substance Designer. Basic software knowledge is required as the workshop primarily focuses on workflow and the development of a unique art style.” What you get here is a thorough understanding of the layout and early production process for game environments.

You can learn more and join the party here.

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