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Starting with the normal map baking process in 3ds Max, we'll create a color and specular map using Photoshop, use selection masks created with Render to Texture, set up a material for the floor piece, and finally add some lights and decals when we put it all together inside of UDK. With lots of great tips and practical hands on techniques, this video serves as a great workflow tutorial for high quality game assets.
About the Instructor:
Mike Snight is the Co-Founder/Owner of 3dmotive.com. He currently works at Irrational Games as a Senior Level Artist, and contributed heavily to the production of the smash hit Bioshock: Infinite. Mike is a long-time fan of the BioShock series and a 2008 Game Art and Design graduate from The Art Institute of California—Los Angeles. Mike has also contributed to the Activision titles Transformers: War for Cybertron, and Transformers: Dark of the Moon.
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|Section 1: Introduction to Bake Settings and Importing to UDK|
Course source files and samples
Using the GridPreview
Exploding the Low for BakingPreview
Baking the AO and Normal Maps
Baking out a Selection Mask
Importing the Mesh into UDK
|Section 2: Working on Base Textures|
Starting our Base Color Map
Using our Selection Mask
Adding Paint Layers
Adjusting Values in the Color Map
Adding Grunge Layers
Adding Dust and Rust Layers
|Section 3: Wrapping up the Material, and Final Presentation|
Rust Edging and Scratch Pass
Creating an Opacity MaskPreview
Creating the Specular Map
Setting up the Final Material
Decals, Lighting Pass, and Final Presentation
Bonus Lecture: Further Learning with 3dmotive
3dmotive is High Quality 3d and Game Art Training by Industry Pros! Whether you are brand new to the world of Game Art, 3d, Architecture or Film - or maybe just interested in brushing up your techniques for intermediate or advanced levels of 3d with a focus on video games, 3dmotive is your one-stop-shop for all your 3d and Game Art related tutorials! Got questions? Interested in a new course topic? Let us know!