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Build a Coaster Cart Game Asset in Maya with Substance
Rating: 4.3 out of 5(6 ratings)
94 students

Build a Coaster Cart Game Asset in Maya with Substance

Create complex shaders and materials for games and film with Substance!
Created by3dmotive LLC
Last updated 12/2017
English
English [Auto],

What you'll learn

  • Create high quality textures for props or characters.
  • Use multiple approaches for creating believable materials using base materials from Substance Painter 2 or by manually making them from fill layers.
  • Use Marmoset Toolbag 3 to create detailed lighting and utilize post effects to make Portfolio ready screenshots of their props.

Course content

2 sections27 lectures4h 23m total length
  • Download Source files here!0:04
  • Introduction1:12

    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.

  • Intro to Maya Modeling Techniques10:13

    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.

  • Starting the Blockout12:28

    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.

  • Blocking out Large Shapes10:11

    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.

  • Refining Forms10:12

    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.

  • Refining Bottom and Top Sections12:03

    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.

  • Refining Interior14:00

    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.

  • Building Handles11:04

    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.

  • Modeling the Bumper and Wheels10:45

    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.

  • Adding Support Loops Upresing9:41

    Add support loops and manage edge flow while upresing the mesh to a high-resolution version, preserving a rigid structure and smooth curvature.

  • Headlights, Seat and Padding9:11

    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'ing High Res12:33

    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.

  • Packing UVs13:40

    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.

Requirements

  • Basic knowledge of Maya
  • Basic knowledge of Substance Painter 2
  • Basic knowledge of Marmoset Toolbag

Description

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.

Who this course is for:

  • Any student interested in learning how to create highly detailed textures using substance Painter 2.