Asset Workflows for Modular Level Design

Pluralsight
Course Summary
In this series of tutorials, we will discuss the process for creating assets for use in Modular Level Design.
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Course Description
In this series of tutorials, we will discuss the process for creating assets for use in Modular Level Design. We will start off by planning out a texture sheet using reference. In this phase, we'll discuss the importance of building a solid texture sheet that is flexible to accommodate most geometry. After that we will set up our Photoshop document by creating a grid that blocks out our texture space. Then we'll jump into creating several textures that will be utilized by our modular assets. After we've completed our texture sheet, we'll jump into creating geometry by making a simple wall and we'll gradually build up our set by combining and modifying our geometry. Finally, we'll end the tutorial by testing our assets in a game engine.
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Course Syllabus
Introduction and Project Overview- 0m 56s
—Introduction and Project Overview 0m 56sAsset Workflows for Modular Level Design- 4h 2m
—Planning the Texture Sheet 11m 30s
—Creating the Brick Texture 11m 39s
—Building a Window Texture 10m 46s
—Finishing the Window Texture 14m 21s
—Creating a Door Texture 12m 57s
—Building an Alternate Door Texture 10m 37s
—Creating the Shingles Texture 15m 30s
—Creating a Trim Texture 15m 42s
—Building a Wood Filler Texture 6m 46s
—Finishing the Texture Sheet 9m 10s
—Setting up the Grid in 3ds Max 9m 25s
—Creating Our First Wall 14m 8s
—Creating the Corner Geometry 9m 40s
—Building the Angled Corner 5m 37s
—Building Walls with Windows 9m 26s
—Creating Walls with Doors 10m 11s
—Creating an Inverse of a Corner Walls 9m 52s
—Building Variations of the Corners 11m 18s
—Creating the Door Geometry 15m 22s
—Building the Window Geometry 9m 44s
—Building Floor Tiles 13m 6s
—Testing the Assets 5m 50s