
Model a high-poly coaster cart asset in Maya using references, blocking, and edge flow, then explore Substance Painter materials, dirt generators, edge wear, and graffiti projection.
Master Maya modeling techniques by building a custom shelf and marking menus, then shape a high-quality asset with polygon primitives and essential mesh tools to preserve form.
Gather multiple references, including an abandoned roller coaster, to guide the blockout in Maya. Use front and top views and scale adjustments to define proportions and early cart shapes.
Refine the blocking of large shapes in Maya with Substance, round edges, and taper forms while aligning edges, applying symmetry in world X, and preparing for detailing.
Separate the model into distinct parts—metal, handles, seat, wheels—to ease texturing and baking, then refine with lattice, bevels, and normals-based extrusion for smoother edge flow.
Refine the coaster cart asset in Maya by shaping bottom and top sections with live rings, offsets, bevels, and edge matching for clean edges and separated trim pieces.
Refine the interior by building seats and padding, align the front bumper and wheels, smooth edges, and snap edges to create a clean, consistent mesh.
Build the handles by starting with a torus shape from polygon primitives, adjusting radius and sections, then extrude and refine with pivots, duplications, and mirroring.
In Maya, model the coaster cart bumper and wheels by building from basic shapes, maintaining even segment counts, using mirroring, merging parts, and aligning to reference for clean airflow.
Add support loops and manage edge flow while upresing the mesh to a high-resolution version, preserving a rigid structure and smooth curvature.
Modify the coaster cart asset by redrawing edges, removing unwanted loops, and inserting edges to control topology and edge flow. Shape headlights with padding tweaks to maintain symmetry.
Bevels and uv mapping high res, learn beveling, extruding, and unwrapping complex pieces with seams, planar and cylindrical mapping, and unfold workflows for clean textures.
Polish UVs by adding seams and holes for screws, unwrap and pack textures with planar mapping, unfold and relax geometry to achieve clean, efficient texture layouts.
Set up a new Maya project and Substance Painter template, import maps, bake curvature, occlusion, worldspace, and thickness maps, and begin texturing your coaster cart asset.
Explore texturing in maya with fill layers, masking, and texture properties to create metal, plastic, and wood surfaces using displacement maps, tiling, and blend modes.
Apply base materials to the coaster cart in Maya with Substance Painter; sample colors using the eyedropper, mask areas with black masks, and refine diffuse, metal, and plastic properties.
Import textures into Substance Painter, organize with layers and masks, then apply dirt, edge wear, and generators using curvature maps and tri-planar projection to create aged, grungy surfaces.
Master projections to paint detail directly onto a mesh, applying diffuse and gloss textures while using masks to add decals like text, numbers, or graffiti.
Learn how to project graffiti and labels onto 3d meshes using Photoshop prep and Substance Painter, including channel isolation, alpha masks, and diffuse and gloss projections for precise texture control.
Pack and adjust mesh UVs to fix overlaps and ambient occlusion, then apply wear and dirt with edge wear and grunge textures for a more realistic coaster cart asset.
Create realistic wear and dirt graffiti signs on the coaster cart asset using Maya and Substance Painter, balancing edgewear, color variation, and projection textures.
Explore texturing and material setup in Marmoset Toolbag 3, export options for Unity, and tune lighting, global illumination, ambient occlusion, and camera effects for realistic renders.
Refine coaster cart textures by layering dirt, graffiti, and labels with masks. Push color, gloss, and specular values using gloss maps and projections for realistic aging.
Master painting complex grunge masks for a coaster cart in Maya with Substance by using custom masks, layered dirt, moss, and color breaks, and refining gloss and specular for believability.
Explore rendering and post effects in Marmoset Toolbag 3 to showcase a coaster cart asset with textured maps, dynamic lighting, shadows, and color grading for polished final previews.
In this course students will learn how to use Substance Painter 2 and multiple approaches for creating details for texturing. Students will learn how to heavily leverage multiple masking techniques to create believable dirt, grunge, and wear in your textures. Students will learn how to prep images in Photoshop for use in Substance Painter 2's projection tool for graffiti or labels. We will also look at how to reimport updated meshes and how Substance Painter 2 handles modifying a mesh mid texturing process. In this course we will take a look at how to utilize Substance Painters default alphas and procedural textures to paint complex and unique masks for grunge and damage. Once our texture is completed we do a brief overview of Marmoset Toolbag 3 and how to get the most out of the real-time rendering software. Students will learn how to use Marmoset Toolbag 3's lighting to get the most out of their texture work and have a portfolio ready screenshot.
More about the Instructor:
Morrissey Alexander is a Graduate of the Art Institue of California and is a Freelance 3D Artist. He's been doing freelance 3D work ranging from mobile game prop development to Product Design for advertising for the last 3 Years. He specializes in creating realistic 3D props and environments for games.