Environment Creation Techniques | UArtsy
Environment Creation Techniques
Instructor:
David Lesperance

David demonstrates his workflow for creating highly detailed game environments. David uses ZBrush, 3Ds Max, Xnormals, and Photoshop.

BENEFITS INCLUDE
Lifetime course access
Project based training
Community feedback
Email and phone support

The 5 most important lessons:

  1. Rapidly and effectively create stunning hard surface and organic environment assets.
  2. Create large and realistic mountain ranges with World Machine.
  3. Understand how to create custom seamless textures and realistic cracked surfaces.
  4. Create beautiful baroque architecture in 3DsMax.
  5. How to create urban and outdoor environments from start to finish.
Course Outline
Project 1 : Rapid Asset Creation
Create a Column and Rubble quickly using David's techniques
8 Lectures | 1 Assignment
Lecture 3  21:29
Managing Workflow- ZB & Max
Lecture 4  13:34
Modeling main forms-Max
Lecture 5  12:53
Modeling pipes etc.-Max
Lecture 6  15:51
Applying pipes and exporting to ZB-Max
Lecture 7  10:45
Making alphas-ZB & PS
Lecture 8  21:19
Finishing up Column-ZB
Assignment
Assignment 1: Create Your First Environment Asset
Project 2 : Finishing the Column and Sculpting a Tree
Put the finishing touches on your column and learn to sculpt a tree in ZBrush
8 Lectures | 1 Assignment
Lecture 2  14:44
Adding Damage & Plug-Ins
Lecture 3  07:17
Presentation
Lecture 4  10:38
Initial Tree Modeling in Max
Lecture 5  15:56
Exporting the Tree to Zbrush
Lecture 6  15:23
Sculpting the Tree's Basic Details
Lecture 7  18:22
Making Tree Branches in Max
Lecture 8  18:05
Presenting the Tree Model
Assignment
Assignment 2: Create An Organic Game Asset
Project 3 : Hard Surface and Mountains
Sculpt a hard-surface chest piece and learn to quickly create a mountain
9 Lectures | 1 Assignment
Lecture 1  17:29
Hard Surface Sculpting
Lecture 2  23:04
Line Flow
Lecture 3  17:25
Refining & rending in KeyShot
Lecture 4  19:32
Mountain Creation
Lecture 5  13:10
Combining Assets to Create the Mountain
Lecture 6  15:34
Refining the Sillouettes
Lecture 7  19:34
Rendering in KeyShot & Concept Presentation in PS
Lecture 8
Crit 3 Part 1
Lecture 9
Crit 3 Part 2
Assignment
Assignment 3: Create a Rocky Asset
Project 4 : World Machine
Learn to create environments in World Machine
6 Lectures | 1 Assignment
Lecture 1  24:50
World Machine Intro
Lecture 2  21:52
Map Creation
Lecture 3  31:01
Displacement & Texturing
Lecture 4  23:18
Depth & Mood
Lecture 5  39:32
Tiling Your Maps
Lecture 6
Crit 4
Assignment
Assignment 4: Create a Large Scale Environment
Project 5 : Creating Plants and Leaves
Learn the basics of creating Plants and Leaves
11 Lectures | 1 Assignment
Lecture 1  11:56
Leaf: Model in Max
Lecture 2  04:30
Leaf: Texture
Lecture 3  11:41
Leaf: Tiling Map
Lecture 4  10:24
Leaf: Troubleshooting
Lecture 5  13:33
Branch: Modeling in Max
Lecture 6  17:54
Branch: ZBrush
Lecture 7  15:01
Branch: Sculpting
Lecture 8  10:58
Branch: Finishing
Lecture 9  15:18
Map: Max and Photoshop
Lecture 10  16:04
Texturing and Rendering
Lecture 11
Crit 5
Assignment
Assignment 5: Create Assets for a Tileable Organic Texture Map
Project 6 : Creating a Mountain Scene
Follow David through all the steps to create a full mountain scene!
20 Lectures | 1 Assignment
Lecture 1  31:39
Mountain Generation & Scene Set up
Lecture 2  29:20
Refining the Scene & Asset Creation
Lecture 3  26:34
Asset Refinement
Lecture 4  35:52
All Things Maps
Lecture 5
Crit 6
Assignment
Assignment 6: Creating a Mountain Scene
Lecture 6  29:10
Logistics of Arranging a Scene
Lecture 7  31:46
Tweaking & Repurposing Elements
Lecture 8  21:40
Refining Maps & Textures
Lecture 9  37:05
Small Rocks, Grass, & Evaluating
Lecture 10
Assignment 7: Refine Your Mountain Scene
Lecture 11  44:10
Tree Trunk Sculpting
Lecture 12  41:30
UVs Textures & Maps
Lecture 13  43:52
Plant Modeling
Lecture 14
Crit 8
Lecture 15
Assignment 8: Create Foliage For Your Mountain Scene
Lecture 16  34:04
Plant Cards & Composition
Lecture 17  42:35
Mushroom Creation
Lecture 18  38:20
Photoshop & MB PhotoLooks 2.0
Lecture 19
Crit 9
Lecture 20
Assignment 9: Add Final Details to Your Mountain Scene
Project 7 : Textures, Cracks, and Trees
Learn to make seemless textures, cracked surfaces and trees
4 Lectures | 1 Assignment
Lecture 1  34:49
Seamless Textures
Lecture 2  48:25
Fractured Surfaces
Lecture 3  55:01
Tree Branch Cards
Lecture 4
Crit 10
Assignment
Assignment 10: Create 3-5 Seamless Textures, 3-5 Fractured Surfaces, and 3-6 Tree Models
Project 8 : Baroque Modeling
Create stunning Boroque models with these techniques
3 Lectures | 1 Assignment
Lecture 1  28:32
Baroque modeling 101 Part 1
Lecture 2  28:26
Baroque modeling 101 Part 2
Lecture 3
Crit 11
Assignment
Assignment 11: Create 2-4 Wall Pieces
Project 9 : Advanced Hard Surface Techniques
Learn advanced and alternative hard surface techniques in ZBrush
4 Lectures | 1 Assignment
Lecture 1  44:59
Alternative Workflows for Hard-Surface Assets Part 1
Lecture 2  43:20
Alternative Workflows for Hard-Surface Assets Part 2
Lecture 3  25:11
Alternative Workflows for Hard-Surface Assets Part 3
Lecture 4
Crit 12
Assignment
Assignment 12: Create 2-4 Hard Surface Assets
Project 10 : Creating an Urban Environment
David uses all the tools he has to create an amazing urban environment
16 Lectures | 2 Assignments
Lecture 1  26:03
Creating the Base for your Work
Lecture 2  18:33
Establishing your UV's
Lecture 3  18:09
Finding and Using Useful Solutions
Lecture 4  20:59
Finishing your Textures in Photoshop
Lecture 5  20:40
Creating Clean Edges and Combining Geo
Lecture 6  31:46
Roughing out Basic Compositions for Your Piece
Lecture 7
Crit 13 Part 1
Lecture 8
Crit 13 Part 2
Assignment
Assignment 13: Gather Reference and Begin Working on Urban Scene, Lock Down the Composition
Lecture 9  22:34
Building a Sidewalk
Lecture 10  11:49
Continuing to Build Environment Assets
Lecture 11  13:59
Tweaking the Ground Plane
Lecture 12  18:39
Cleaning and Tweaking Geo and Checking Reflections
Lecture 13  30:39
Reusing Existing Models and Continuing to Model Scene Assets
Lecture 14  12:28
Creating a Parking Meter with Sub D Modeling Techniques
Lecture 15  19:27
UVing and Texturing the Parking Meter
Lecture 16
Critique 14
Assignment
Assignment 14: Finish your Urban Scene
Project 11 : Hard Surface Environments
Watch David create an entire hard surface environment
17 Lectures | 1 Assignment
Lecture 1  20:27
Introduction to Hard Surface Modeling In 3ds Max
Lecture 2  19:21
Utilizing Booleans
Lecture 3  14:54
Designing With Functionality In Mind
Lecture 4  26:53
Creating Kit Bashing Pieces
Lecture 5  20:26
Utilizing Floating Objects
Lecture 6  25:41
Clustering Detail
Lecture 7  21:36
Spline Modeling
Lecture 8  22:56
Contrasting Micro Forms Against Large Forms
Lecture 9  15:24
Creating The Ceiling
Lecture 10  19:44
Using Cylinders to Create Interesting Pieces
Lecture 11  21:57
Topology Discussion
Lecture 12  21:25
Keeping an Open Mind While Modeling
Lecture 13  17:21
Kit Bashing
Lecture 14  20:04
Plush Panel Modeling Technique
Lecture 15  19:56
Using UV Layout Part 1
Lecture 16  17:14
Using UV Layout Part 2
Lecture 17
Critique 15
Assignment
Assignment 15: Final Hard Surface Scene
Student Projects

About the instructor

Driven by a love of the Baroque period, David Lesperance received his BA in Fine Arts and shortly after began his career in entertainment art and CG, including time spent in the cinematics division at Blizzard Entertainment. Over the past eight years, David has also contributed his talents to Microsoft, Activision, and Midway Games. David has since finished Halo 4 and is now a proud member of the Valve team.