Creating Next-Gen Game Assets in Maya
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).
What you'll learn
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).
Table of contents
- Building the Hand Grip 15m
- Adding the Accessory Rails 7m
- Building the Barrel and Muzzle Brake 8m
- Modeling the Main Body of the Weapon 12m
- Adding the Magazine 9m
- Adding the Shell Deflector and Ejection Port 7m
- Building the Forward Assist 10m
- Modeling the Pistol Grip 9m
- Detailing the Trigger Area 7m
- Beginning the Creation of the Stock 10m
- Adding Detail to the Rifle Stock 13m
- Finishing the Rifle Stock 9m
- Adding Detail to the Recoil Pad 12m
- Building the Low Resolution Hand Grip and Rails 7m
- Adding the Low Resolution Barrel 8m
- Blocking in the Low Resolution Body 8m
- Adding the Low Resolution Magazine and Pistol Grip 9m
- Building the Low Resolution Trigger Area 9m
- Adding the Forward Assist to the Low Resolution Geometry 11m
- Blocking in the Low Resolution Stock 8m
- Adding Detail to the Low Resolution Stock 8m
- Beginning the UV Layout 9m
- Modifying the UVs for Additional Pieces 12m
- Finishing the UVs and Preparing Geometry 9m
- Transferring High Resolution Detail Using Normal Maps 7m