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Game Asset Modeling - The Sci-Fi Modular Floor Workflow

Learn normal map baking in 3ds Max and get a crash-course in materials inside UDK as we texture this sci-fi floor!
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171 students enrolled
Created by 3dmotive LLC
Last updated 9/2016
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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 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 is the target audience?
  • Beginners-to-Intermediate Game Artists
  • Anyone interested in learning high quality texturing techniques
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What Will I 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
View Curriculum
  • 3ds Max
  • UDK
  • Photoshop
Curriculum For This Course
Expand All 18 Lectures Collapse All 18 Lectures 01:53:46
Introduction to Bake Settings and Importing to UDK
6 Lectures 27:18

Course source files and samples

Preview 00:50

Baking the AO and Normal Maps

Baking out a Selection Mask

Importing the Mesh into UDK
Working on Base Textures
6 Lectures 45:03
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
Wrapping up the Material, and Final Presentation
6 Lectures 41:28
Rust Edging and Scratch Pass

Creating the Specular Map

Setting up the Final Material

Decals, Lighting Pass, and Final Presentation

Bonus Lecture: Further Learning with 3dmotive
About the Instructor
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