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  • 52 Videos

  • Over 23 hours of Video

  • Software Used: 3DS Max | Photoshop | Marmoset

  • Live Webinars

  • Difficulty Level:

    workshop-level-i I
    intermediate
  • Keywords: 3D

COURSE OVERVIEW

In this expanded, course you will gain a comprehensive knowledge of what it takes to complete a high quality game asset. Using a standard game prop, you will learn to build an asset starting from high polygon sub-d modeling, to exporting the final asset into the latest UDK engine. It is designed as a crash course for beginner modelers interested in game asset creation, but also as a catch up course for industry veterans who haven't had a need or chance to learn recent techniques.

You will start by learning the fundamentals of high poly modeling in 3ds max, though other programs may be utilized. You will learn basic high poly modeling and various sub-d surface modeling techniques standard in the industry.

Then we will move onto the foundations of creating a solid 3D game model and explore methodologies to construct a very efficient yet high quality game model.

Through this, you will gain an extensive understanding of baking the high poly to the low poly asset, understand smoothing groups, UV layouts, shell construction and processes used to troubleshoot issues with the normal bake process.

You will use these processes to create additional bakes such as ambient occlusion, lighting maps, cavity maps, displacement maps and explain the various ways to use these maps to enhance the game asset.

After we have baked out our asset, you will learn how to create a diffuse map to achieve the highest quality in game visuals. You will also learn how to effectively create a strong specular map and learn to control it using a gloss map.

Once complete we will export our asset into the latest UDK engine, creating our package and setting up the final passes of lighting and collision.

Advanced topics such as tangent basis and explicit and non-explicit projection mapping, will be provided for students wishing to fully understand the process, along with additional information if required.

Along the way, you will be given additional resources, articles, and information pertinent to an ever-changing industry. You will be made aware of additional tools and programs available both old and new as they reshape the processes of this industry.

WEEK BY WEEK OUTLINE

Week 1 - Building a Simple High Polygon Asset

Learn basic fundamentals for high poly asset creation. We will start by learning the basics of sub-d modeling. We will explore how to add detail through various processes of floating and other various techniques. We will also go over the fundamentals of technique to provide a high poly asset that will generate the best quality game asset.

Video

  • Reference.
  • Translating the concept to 3d.
  • Tweaking the 3d proxy.
  • Understanding the basics of sub-d modeling.
  • Creating the basic high-poly structure of the crate.
  • Adding detail.

Assignmnent

  • Begin to build your asset.

Week 2 - Building a Low Polygon Model

Over the next week we complete the high polygon model, and start to understand the basics of normal maps. We will then create the low polygon crate understanding key concepts and planning as we look down the road to a final normal baked asset.

Video

  • Blocking out the sideclamp.
  • Creating the high polygon sideclamp.
  • Adding the screws.
  • Organizing your files.
  • Intro to normals and smoothing groups.
  • What is a normal map?
  • Averaged vs. explicit normal map creation.
  • Prepping the high poly model for low poly creation.
  • Principles of low polygon modeling.
  • Starting the low poly crate.
  • Adding the center.
  • Welding the objects.
  • Building the low poly sideclamp.
  • Exploration: A more responsible polycount.

​Assignment

  • ​Finishing up your high polygon model, and begin building your low polygon model.

Week 3 - Creating the Uvs and Baking Maps

Continuing on from last week we finish up by creating UV maps, and learn the importance of setting up smoothing groups on our model for better normal bakes. We explore various ways to create our normal maps and how to troubleshoot difficult problems in normal map creation. We also take a look at ambient occlusion maps.

Video

  • Prepping the low poly model for Uvs.
  • Introduction to Uvs.
  • Uvs part one.
  • Uvs part two.
  • A recap of our Uvs.
  • Smoothing groups, Uvs, and Normal maps.
  • Setting the smoothing groups.
  • Creating a test normal map.
  • Finalizing the model and the uvs.
  • Creating the final normal map.
  • Creating the ambient occlusion map.
  • A look at additional programs and tools.

Assignment

  • Complete the Uvs for the model and the normal and ambient occlusion bakes.

Week 4 - Exporting into a Game Engine. (UDK and Cryengine)

This week we will look at completing the diffuse map, specular map, emissive map, gloss map, and additional normals. We will go over the basics of creating a professional diffuse map, specular map, gloss map, and emissive map. We will then export the asset into the UDK engine. (will be adding an export to Cryengine as well, and creating a turntable in Marmoset)

Video

  • Starting the diffuse map.
  • Creating materials and masks.
  • Creating convexity with Knald.
  • A look at Allegorithmic.
  • Adding scratches.
  • Adding dirt.
  • Adding paint and text.
  • Adding additional normal detail.
  • Normalizing the edited normals map.
  • Creating the specular map.
  • Creating the gloss map.
  • Creating the emissive map.
  • More on additional programs.
  • Exporting to the UDK.
  • Adding reflections in the UDK.
  • Exporting to the Cryengine.
  • Creating a turntable in Marmoset.

WHAT YOU'LL NEED

Ability

You will be expected to have a basic knowledge of 3D and 2D applications. 

Software

  • 3DStudio Max
  • Adobe Photoshop

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