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Game Asset Modeling - The Sci-Fi Modular Floor Workflow
Rating: 4.0 out of 5(8 ratings)
224 students
Created by3dmotive LLC
Last updated 9/2016
English

What you'll learn

  • Learn how to bake normal maps from a high poly model
  • Learn to texture the sci-fi floor from start to finish
  • Learn to create the material inside of UDK as you see here
  • Learn to light the scene and polish your materials

Course content

3 sections18 lectures1h 53m total length
  • Introduction0:50

    Course source files and samples

  • Using the Grid3:18
  • Exploding the Low for Baking1:42
  • Baking the AO and Normal Maps10:23
  • Baking out a Selection Mask6:28
  • Importing the Mesh into UDK4:37

Requirements

  • 3ds Max
  • UDK
  • Photoshop

Description

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.

Who this course is for:

  • Beginners-to-Intermediate Game Artists
  • Anyone interested in learning high quality texturing techniques