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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:
Damian Lazarski has been working in the games industry since graduating from a Games Design course at Northumbria University in 2012. He is currently working as a Junior Artist at Crytek UK.
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|Section 1: Introduction to the Basic Forms|
Source files and sample assets
Planning and Blocking OutPreview
Creating a Base Normal Map
Adding Mechanical Details
|Section 2: Working with nDo2|
Optimizing NDO2 files
Using Sculpt Mode in NDO2
Creating AO and Cavity MapsPreview
Blocking out the Diffuse
Adding Low Frequency Values to the Diffuse
Adding Photosourced Details to the Diffuse
Adding Chipped Paint
Scratching the Red Paint
Using Cavity Maps
|Section 3: Material Refinement and Presentation|
Making Adjustments to the Diffuse
Generating a Damage Layer in NDO2Preview
Creating a Specular Map
Setting up the Material in CryEngine3
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!