MyPage is a personalized page based on your interests.The page is customized to help you to find content that matters you the most.


I'm not curious

Game Prop Creation in Maya

Course Summary

 Explore the world of modeling and texturing game props and assets, from tools to furniture, in Autodesk Maya.       


  • +

    Course Syllabus

    Introduction
       Welcome
       Using the exercise files
       What you should know before watching this course
       Setting up the workflow
    1. Modeling a Large Prop: Gas Pump
       Overview of modeling a large prop and planning for modular textures and models
       Blocking out the overall form
       Adding curved panels
       Rounding the corners
       Unwrapping the face frame
       Unwrapping the sides
       Moving and sewing UVs
       Laying out the UV coordinates
    2. Texturing the Gas Pump
       Overview of the texturing process and PSD networks
       Creating a bump map for the sides
       Adding details to the bump map
       Drawing the bump map for the front
       Adding details to the panels
       Painting the diffuse texture and planning the layers
       Painting the base coat and the logo
       Adding labels and other markings
       Adding soft rust
       Adding rust bubbles
       Setting up a library of gas pump textures
       Painting dirt and rust variations
       Weathering away the paint
       Converting bump maps to normal maps
       Testing the maps
    3. Modeling Tools and Small Props
       Overview of modeling small props
       Modeling a sledgehammer
       Modeling a pry bar
       Adding detail and hardening edges
       Unwrapping as part of building a texture sheet for small tools
       Modeling a metal ladder
       Unwrapping and cloning
       Placing the clean texture
       Laying out a texture sheet for multiple tools
       Painting rusty steel
       Adding dirt and wear
       Planning for optimal texture usage
       Painting dirt and age variations
    4. Modeling Furniture
       Modeling furniture using simple parts and reusable textures
       Planning and analyzing the modeling of a chair
       Blocking out the basic form
       Adding detail and softening edges
       Refining the silhouette
       Blocking out the form of a round chair
       Adding detail and softening the edges of a round chair
       Unwrapping as part of building a texture sheet for furniture
       Planning the modeling of a table
       Blocking out the basic table form
       Adding legs to the table
       Breaking up the model for texturing
       Laying out the wood texture
       Reusing parts to make a round table
    5. Painting an Old Wood Texture from Scratch
       Understanding the importance of painting textures from scratch
       Creating the initial grain lines
       Adding value variation across the grain
       Warping the grain
       Adding knots
       Colorizing the grain and planning for stains
       Cutting out boards for a UV layout
       Adding patina and wear to a final texture
    6. Workflow and Integration
       Understanding the importance of a low poly count
       Overview of normal maps
       Overview of the high-poly projection pipeline
       Planning the UV space for projection
       Working with hard edges and subdividing
       Adding details by beveling and extruding
       Fixing geometry
       Using the Sculpt Geometry tool and soft selection to add dents
       Baking the high-poly model onto the low-poly model to produce a normal map
    7. Sculpting and Painting in Mudbox
       Overview of Mudbox
       Preparing for a smooth export to Mudbox
       Importing from Mudbox: Choosing the right resolution
       Using the sculpt tools
       Painting
       Exporting paint layers from Mudbox
       Extracting and exporting a normal map from Mudbox
       Importing and assigning objects and maps in Unity
    8. Ambient Occlusion and Specularity
       Overview of ambient occlusion and specularity
       Setting up ambient occlusion as a texture
       Using ambient occlusion as a foundation for dirt
       Using ambient occlusion as a foundation for rust
       Painting a specular map
       Streamlining the import process: Placing maps in the right channels
    9. Importing into Unity and Testing
       Overview of importing into Unity
       Preparing and exporting props to Unity
       Cloning props in Unity with different looks
       Adding lights to test smoothing and textures
    Conclusion
       Next steps

     


Course Fee:
USD 25

Course Type:

Self-Study

Course Status:

Active

Workload:

10 - 11 hours / week

Related Posts:

Attended this course?

Back to Top

Awards & Accolades for MyTechLogy
Winner of
REDHERRING
Top 100 Asia
Finalist at SiTF Awards 2014 under the category Best Social & Community Product
Finalist at HR Vendor of the Year 2015 Awards under the category Best Learning Management System
Finalist at HR Vendor of the Year 2015 Awards under the category Best Talent Management Software
Hidden Image Url

Back to Top