Game Asset Modeling – The Sci-Fi Modular Floor Workflow
Game Asset Modeling – The Sci-Fi Modular Floor Workflow, available at $29.99, has an average rating of 3.88, with 18 lectures, based on 8 reviews, and has 221 subscribers.
You will learn about Learn how to bake normal maps from a high poly model Learn to texture the sci-fi floor from start to finish Learn to create the material inside of UDK as you see here Learn to light the scene and polish your materials This course is ideal for individuals who are Beginners-to-Intermediate Game Artists or Anyone interested in learning high quality texturing techniques It is particularly useful for Beginners-to-Intermediate Game Artists or Anyone interested in learning high quality texturing techniques.
Enroll now: Game Asset Modeling – The Sci-Fi Modular Floor Workflow
Summary
Title: Game Asset Modeling – The Sci-Fi Modular Floor Workflow
Price: $29.99
Average Rating: 3.88
Number of Lectures: 18
Number of Published Lectures: 18
Number of Curriculum Items: 18
Number of Published Curriculum Objects: 18
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- Learn how to bake normal maps from a high poly model
- Learn to texture the sci-fi floor from start to finish
- Learn to create the material inside of UDK as you see here
- Learn to light the scene and polish your materials
Who Should Attend
- Beginners-to-Intermediate Game Artists
- Anyone interested in learning high quality texturing techniques
Target Audiences
- Beginners-to-Intermediate Game Artists
- Anyone interested in learning high quality texturing techniques
Starting with the normal map baking process in 3ds Max, we'll create a color and specular map using Photoshop, use selection masks created with Render to Texture, set up a material for the floor piece, and finally add some lights and decals when we put it all together inside of UDK. With lots of great tips and practical hands on techniques, this video serves as a great workflow tutorial for high quality game assets.
About the Instructor:
Mike Snight is the Co-Founder/Owner of 3dmotive.com. He currently works at Irrational Games as a Senior Level Artist, and contributed heavily to the production of the smash hit Bioshock: Infinite. Mike is a long-time fan of the BioShock series and a 2008 Game Art and Design graduate from The Art Institute of California—Los Angeles. Mike has also contributed to the Activision titles Transformers: War for Cybertron, and Transformers: Dark of the Moon.
Course Curriculum
Chapter 1: Introduction to Bake Settings and Importing to UDK
Lecture 1: Introduction
Lecture 2: Using the Grid
Lecture 3: Exploding the Low for Baking
Lecture 4: Baking the AO and Normal Maps
Lecture 5: Baking out a Selection Mask
Lecture 6: Importing the Mesh into UDK
Chapter 2: Working on Base Textures
Lecture 1: Starting our Base Color Map
Lecture 2: Using our Selection Mask
Lecture 3: Adding Paint Layers
Lecture 4: Adjusting Values in the Color Map
Lecture 5: Adding Grunge Layers
Lecture 6: Adding Dust and Rust Layers
Chapter 3: Wrapping up the Material, and Final Presentation
Lecture 1: Rust Edging and Scratch Pass
Lecture 2: Creating an Opacity Mask
Lecture 3: Creating the Specular Map
Lecture 4: Setting up the Final Material
Lecture 5: Decals, Lighting Pass, and Final Presentation
Lecture 6: Bonus Lecture: Further Learning with 3dmotive
Instructors
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3dmotive LLC
High Quality 3d and Game Art Training by Industry Pros!
Rating Distribution
- 1 stars: 1 votes
- 2 stars: 1 votes
- 3 stars: 0 votes
- 4 stars: 2 votes
- 5 stars: 4 votes
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