Welcome to "WoLD Insider" newsletter issue #8.
Every single "WoLD Insider" newsletter features level design and game environment art advice, tips, ideas, inspiration, links, resources and updates about World of Level Design. "WoLD Insider" is EXCLUSIVE to you as WoLD subscriber.
Following Issue #8 of "WoLD Insider" contains:
Create modeling "graveyards". These are duplicated assets that you move off to the side in the same scene as you model. This allows you to quickly test, experiment and not be afraid of committing because you'll always have a copy to come back to anytime.
Of course still save different version of the scene but I've found having modeling graveyards is a faster way to work.
The key is to always duplicate the asset right before you are about to do something to it, then Freeze Transformations, move it off to the side and do whatever you want to the copy.
If it doesn't work, then bring back the duplicate version and try again.
Watch it on YouTube: www.youtube.com/watch?v=x7Z4NTReS50
The idea came from wanting to do a simple prop so I can texture it in Substance Painter to learn the software.
Didn't want to use any previous models I've created. Decided to create a new one and went with a simple prop - a file cabinet.
I also didn't want to stop there but use the prop to create, light and render a small scene with it.
I created a full workshop for you to see the modeling, UVing process in Maya. Then texturing process in Substance Painter. I also added a small bonus section of the final, small scene I put together to light and render with.
Check out the full workshop with almost 2 hours of techniques, tips and workflows...
Few years ago I published this tutorial that explains how to draw top-down layouts. It is one of those tutorials that are relevant no matter when you watch it.
Top-down layout is a schematic design or a floor plan of your map. Best and most practical way of creating top-down layouts is pen and paper.
Hand drawing layouts are not complicated. You do not need to know how to draw. All that's required is ability to visualize how your level is going to play. You have to plan out map's playable paths, alternative routes, connecting routes, choke points, objectives, obstacles and boundaries of the world.
Check out 3 Workflow Techniques - How to Draw Top-Down Level Design Map Layouts...
Interesting architecture for environment art or level design. I originally saw this in Gomorrah tv show. These are housing projects in Scampia, Naples.

I asked a question on Twitter:
"What do most use currently for QUICK go to software for generating Normal Maps from Images (color/black & white images)?"
Few years ago there was CrazyBump, xNormals, Knald and Quixel Suite.
But I wanted to know what do others use now days?
Here are some replies:
What do you use? You can reply to this Tweet and let me know.
Here are some good accounts I follow for daily dose of 3d, concept art, photography, architecture, visuals for ideas, inspiration and motivation.
Hope you enjoyed this newsletter issue and check out some previous issues for more tips, links, advice and techniques.
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