Creating Next-Gen Game Assets in Maya

Pluralsight
Course Summary
In this Maya tutorial, we will learn how to create a realistic rifle and then process the high-res mesh into a lower-res mesh usable in game engines. Software required: maya 2008 and higher (project files created using Maya 2010).
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Course Description
In this Maya tutorial, we will learn how to create a realistic rifle and then process the high-res mesh into a lower-res mesh usable in game engines. Creating high resolution props and sets can be really useful in film or video. But when working in games and other real-time applications, it's often necessary to use lower resolution geometry. To create the illusion of greater detail than the resolution would allow, normal maps are often employed. These maps allow us to display a high level of detail on a fairly low resolution mesh. We'll begin this course by building a high resolution assault rifle using a variety of modeling tools in Maya. Once we have the high resolution mesh built, we can build a much lower resolution cage around the mesh, taking into account any of the details that we want to capture. Once we're done, we'll create a uv layout for the low-res pieces and use Transfer Maps to create and apply a normal map calculated from our high resolution geometry. Upon completion of this Maya tutorial, you'll have a finished rifle, but also the ability to create your own normal-mapped assets for use in games or any realtime application. Software required: maya 2008 and higher (project files created using Maya 2010).
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Course Syllabus
Introduction and Project Overview- 1m 0s
—Introduction and Project Overview 1m 0sCreating Next-gen Game Assets in Maya- 3h 54m
—Building the Hand Grip 14m 55s
—Adding the Accessory Rails 7m 2s
—Building the Barrel and Muzzle Brake 8m 3s
—Modeling the Main Body of the Weapon 11m 59s
—Adding the Magazine 9m 3s
—Adding the Shell Deflector and Ejection Port 7m 0s
—Building the Forward Assist 9m 56s
—Modeling the Pistol Grip 9m 26s
—Detailing the Trigger Area 7m 1s
—Beginning the Creation of the Stock 10m 15s
—Adding Detail to the Rifle Stock 13m 3s
—Finishing the Rifle Stock 9m 16s
—Adding Detail to the Recoil Pad 12m 8s
—Building the Low Resolution Hand Grip and Rails 7m 24s
—Adding the Low Resolution Barrel 8m 0s
—Blocking in the Low Resolution Body 8m 6s
—Adding the Low Resolution Magazine and Pistol Grip 9m 29s
—Building the Low Resolution Trigger Area 8m 54s
—Adding the Forward Assist to the Low Resolution Geometry 11m 0s
—Blocking in the Low Resolution Stock 8m 26s
—Adding Detail to the Low Resolution Stock 8m 3s
—Beginning the UV Layout 8m 32s
—Modifying the UVs for Additional Pieces 11m 54s
—Finishing the UVs and Preparing Geometry 8m 40s
—Transferring High Resolution Detail Using Normal Maps 7m 7s