Creating a Stylized Set Element for Games in Maya
Throughout these lessons we will cover the entire process of creating of a simple game asset and focus on topics involving low-poly modeling, UV-Layout and proper UV-sizing. Software required: Maya2013, Photoshop CS5, Marmoset Toolbag. xNormals.
What you'll learn
Throughout these lessons we will cover the entire process of creating of a simple game asset and focus on topics involving low-poly modeling, UV-Layout and proper UV-sizing. We will start by creating a high-poly asset where we will talk about techniques that are very useful for these types of projects. This workflow can save time as well as gain the quality and originality desired for the prop. We will then use built-in Maya tools to bake ambient occlusion and normal maps, export UVs to Photoshop and begin the texturing process. We will use Marmoset Toolbag to quickly visualize the texture on the model, check lighting, reflections, specular and other maps. Finally we will be using photo-textures that we will sample for color and generate masks to fill and produce a unique texture as a result. In the end you will have a professional workflow to create any game asset you will need in the future. Software required: Maya2013, Photoshop CS5, Marmoset Toolbag. xNormals.
Table of contents
- Creating Rough Shapes 18m
- Making Bricks for the Well Wall 15m
- Finalizing the Well Wall 20m
- Detailing the Bricks on the Floor 10m
- Defining Low-poly Models of the Well, Tree and Legs 17m
- Defining High Level Details for First Tree Trunk 11m
- Finalizing Details for High Poly Version of the Trees 8m
- Modeling Details for Roof 15m
- Modeling Details for Roof with Alternate Method 12m
- Modeling the Bucket and Roof Support 15m
- Adjusting Low-poly Geometry 17m
- Finalizing Adjustments to Low-res Geometry 8m
- Testing Normal Maps for the Floor and Well Wall 12m
- Testing Normal Maps for the Trees 10m
- Remodeling Roof Geometry 20m
- Testing Normal Maps for the Roof 17m
- Finish UV Unwrapping for All Pieces 16m
- Creating UV Layout 21m
- Finalizing Normal Maps 11m
- Baking Ambient Occlusion Maps 17m
- Setting up Master Photoshop File 8m
- Assembling a Rough Layer for Diffuse 15m
- Advancing the Stone Texture for Wall 12m
- Finalizing Wall and Floor Textures 6m
- Texturing the Roof 12m
- Texturing the Tree Trunks 12m
- Finalizing the Diffuse Map of the Trees 11m
- Texturing the Metal Bar 16m
- Modeling Geometry for Rope 13m
- Creating Seamless Normal Map for the Rope 8m
- Creating Diffuse Map for the Rope 9m
- Texturing the Bucket 16m
- Finalizing the Diffuse Map 14m
- Adjusting UVs and Generating the Specular Map 13m
- Final Post Work 11m