Creating a Low Poly Game Character in Maya and Silo
In this tutorial, we will be modeling and texturing a low poly game character. Software Required: Silo 2.2, Maya 2012, 3D-Coat 3.7, Photoshop CS4, CrazyBump.
What you'll learn
In this tutorial, we will be modeling and texturing a low poly game character. Rather than focusing on the higher-end scale that is commonly seen in other tutorials, with this tutorial we will be limiting ourselves to just a few thousand polygons. We will begin, not by sculpting a high detail model in ZBrush or Mudbox, but by focusing on the character's actual low polygon in-game model. Once that's built and optimized, we will then focus on adding a good set of UVs before we move onto painting diffuse, normal, and specular texture maps. By the end of this tutorial, we will have taken a look at numerous tips, techniques, and shortcuts all geared towards saving precious time by simply focusing on the actual game model itself. Software Required: Silo 2.2, Maya 2012, 3D-Coat 3.7, Photoshop CS4, CrazyBump.
Table of contents
- Beginning to Block out the Shape 9m
- Starting to Add the Hands 10m
- Refining the Hands 9m
- Building the Head and Helmet 13m
- Adding the Chest and Combining the Body 13m
- Starting to Add Upper Body Armor Details 13m
- Continuing to Work in More Details 13m
- Optimizing as We Work 6m
- Building Lower Leg Details 14m
- Adding in the Boots 14m
- Refining the Helmet 13m
- Beginning to Clean up Our Model in Maya 12m
- Testing Areas of Deformation 13m
- Optimizing and Smoothing Our Model 11m
- Preparing Our Model for UVs 9m
- Creating UVs for the Stomach and Hands 14m
- Adding UVs for the Torso, Upper Arm, and Thighs 13m
- Laying Out Additional UVs 14m
- Adding UVs to the Feet 2m
- Assigning Texture Space Priority to UV Shells 15m
- Applying Basic Shaders to Our Model 6m
- Baking the Diffuse and Lighting Passes 13m
- Exporting Basic Normal Maps 13m
- Defining Sections of Armor 16m
- Adding Dirt and Worn Metal to Our Textures 16m
- Texturing the Face of Our Model 9m
- Removing Texture Seams in 3D-Coat 7m
- Enhancing Our Normal Map in CrazyBump 16m
- Using 3D-Coat to Paint Normal Maps for the Organic Details 12m
- Enhancing the Diffuse Map with Our Normal Map 13m
- Filling in Empty Texture Space 9m