Creating a Stylized Set Element for Games in Maya
Pluralsight
Course Summary
Throughout these lessons we will cover the entire process of creating of a simple game asset and focus on topics involving low-poly modeling, UV-Layout and proper UV-sizing. Software required: Maya2013, Photoshop CS5, Marmoset Toolbag. xNormals.
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Course Description
Throughout these lessons we will cover the entire process of creating of a simple game asset and focus on topics involving low-poly modeling, UV-Layout and proper UV-sizing. We will start by creating a high-poly asset where we will talk about techniques that are very useful for these types of projects. This workflow can save time as well as gain the quality and originality desired for the prop. We will then use built-in Maya tools to bake ambient occlusion and normal maps, export UVs to Photoshop and begin the texturing process. We will use Marmoset Toolbag to quickly visualize the texture on the model, check lighting, reflections, specular and other maps. Finally we will be using photo-textures that we will sample for color and generate masks to fill and produce a unique texture as a result. In the end you will have a professional workflow to create any game asset you will need in the future. Software required: Maya2013, Photoshop CS5, Marmoset Toolbag. xNormals.
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Course Syllabus
Introduction and Project Overview- 1m 8s
—Introduction and Project Overview 1m 8sCreating a Stylized Set Element for Games in Maya- 7h 46m
—Creating Rough Shapes 18m 25s
—Making Bricks for the Well Wall 15m 22s
—Finalizing the Well Wall 20m 17s
—Detailing the Bricks on the Floor 10m 17s
—Defining Low-poly Models of the Well, Tree and Legs 17m 0s
—Defining High Level Details for First Tree Trunk 10m 41s
—Finalizing Details for High Poly Version of the Trees 7m 45s
—Modeling Details for Roof 14m 54s
—Modeling Details for Roof with Alternate Method 12m 2s
—Modeling the Bucket and Roof Support 14m 47s
—Adjusting Low-poly Geometry 17m 29s
—Finalizing Adjustments to Low-res Geometry 7m 56s
—Testing Normal Maps for the Floor and Well Wall 11m 50s
—Testing Normal Maps for the Trees 10m 29s
—Remodeling Roof Geometry 20m 13s
—Testing Normal Maps for the Roof 16m 52s
—Finish UV Unwrapping for All Pieces 15m 52s
—Creating UV Layout 21m 15s
—Finalizing Normal Maps 11m 2s
—Baking Ambient Occlusion Maps 16m 37s
—Setting up Master Photoshop File 7m 47s
—Assembling a Rough Layer for Diffuse 14m 42s
—Advancing the Stone Texture for Wall 11m 57s
—Finalizing Wall and Floor Textures 6m 9s
—Texturing the Roof 12m 11s
—Texturing the Tree Trunks 11m 30s
—Finalizing the Diffuse Map of the Trees 10m 34s
—Texturing the Metal Bar 15m 34s
—Modeling Geometry for Rope 13m 17s
—Creating Seamless Normal Map for the Rope 8m 11s
—Creating Diffuse Map for the Rope 9m 23s
—Texturing the Bucket 16m 12s
—Finalizing the Diffuse Map 14m 4s
—Adjusting UVs and Generating the Specular Map 12m 39s
—Final Post Work 11m 0s