Creating Game Weapons in MODO
In this series of MODO tutorials, we are going to go through the process of building and detailing a fantasy war hammer using MODO. Software required: MODO 701, Marmoset Toolbag.
What you'll learn
In this series of MODO tutorials, we are going to go through the process of building and detailing a fantasy war hammer using MODO. When building 3D assets, the ability of your computer to manipulate those objects is limited, especially when dealing with very high resolution meshes. Because of this, we use 2D images, like normal maps, to simulate the high resolution detail in a way that we can more easily use. We'll begin by building the base geometry for our weapon in MODO. Once the base geometry is modeled, we will use MODO's sculpting tools to created some high-resolution detail. Then we will talk about creating the low resolution mesh along with its UV layout. To finish up, we will generate maps for the color and specularity before viewing our game weapon in Marmoset Toolbag. When finished, you will have a better understanding of the workflow involved in building and sculpting high resolution props and set pieces with MODO and creating useable assets from them. Want more? Check out some free helpful resources on Game Development Terms You Need to Know Demo Reel and Portfolio Tips from Game Industry Professionals And more on 10 Things Professional Game Artists Wish They Knew When They First Started Software required: MODO 701, Marmoset Toolbag.
Table of contents
- Building the Handle 14m
- Modeling the Head of the Ram 8m
- Modeling the Horns of the Ram 10m
- Sculpting the Horns 8m
- Sculpting the Head 12m
- Preparing the Low Resolution Geometry 7m
- Using the Topology Pen 4m
- Creating a UV Layout 13m
- Baking out Normal Maps 5m
- Painting the Horns 10m
- Painting the Head Texture 8m
- Painting the Handle 9m
- Finishing the Textures 12m
- Exporting and Viewing in Marmoset Toolbag 6m