Asset Workflows for Modular Level Design
In this series of tutorials, we will discuss the process for creating assets for use in Modular Level Design.
What you'll learn
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.
Table of contents
- Planning the Texture Sheet 12m
- Creating the Brick Texture 12m
- Building a Window Texture 11m
- Finishing the Window Texture 14m
- Creating a Door Texture 13m
- Building an Alternate Door Texture 11m
- Creating the Shingles Texture 16m
- Creating a Trim Texture 16m
- Building a Wood Filler Texture 7m
- Finishing the Texture Sheet 9m
- Setting up the Grid in 3ds Max 9m
- Creating Our First Wall 14m
- Creating the Corner Geometry 10m
- Building the Angled Corner 6m
- Building Walls with Windows 9m
- Creating Walls with Doors 10m
- Creating an Inverse of a Corner Walls 10m
- Building Variations of the Corners 11m
- Creating the Door Geometry 15m
- Building the Window Geometry 10m
- Building Floor Tiles 13m
- Testing the Assets 6m