Keinoja tehokkaaseen ja laadukkaaseen lowpoly-mallintamiseen

PBR:

http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/

http://www.marmoset.co/toolbag/learn/materials

 
Star Citizenin decal-tekniikka:

http://polycount.com/discussion/155894/decal-technique-from-star-citizen 

https://www.reddit.com/r/starcitizen/comments/3ogi3o/im_an_tech_artist_in_the_industry_and_id_love_to/

http://forum.unity3d.com/threads/how-do-i-write-a-normal-decal-shader-using-a-newly-added-unity-5-2-finalgbuffer-modifier.356644/


Face weighted normals:

http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial


Tekstuurien blendaus vertex-värien ja heightmapien avulla:

http://polycount.com/discussion/150116/unity-5-mesh-vertex-painting-for-texture-how

http://docs.cryengine.com/display/SDKDOC2/Blend+Layer


Lohkeilleet edget:

http://docs.cryengine.com/display/SDKDOC2/Using+Decals+for+Destroyed+Structures


The Ultimate Trim:

http://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques 


Modulaarinen mallinnus:

http://wiki.polycount.com/w/images/7/70/Investigation_into_modular_design_within_computer_games_v1.0.pdf

http://www.kevinjohnstone.com/Help/Modular%20Environment%20Design.rar