
Course source files and samples
Model modular assets on a power-of-two grid with 16 by 16 spacing and 8 major lines for clear texture mapping and easy export to Unreal.
Explore exploding the low poly mesh before baking to prevent overlapping geometry, align with the high-poly model, and bake clean ambient occlusion and normal maps using a non-destructive two-frame workflow.
Learn to bake ambient occlusion and normal maps from high to low poly in Max, using projection mapping, cages, skylight lighting, and Photoshop compositing to produce clean texture maps.
Bake a selection mask in 3ds Max by assigning multi-sub object materials and distinct colors, then export a diffuse map for Photoshop-based color selections.
Import the low rez mesh and color and normal maps into unreal, create a material, and bake lights to verify light maps and grid-aligned modular floor pieces.
Texture color with photo-based textures to create a base color map matched to the environment. Practice a workflow with a texture library, scale control, seam reduction, and adjustment layers.
Add carbon steel color variation on a lighter base metal texture by adjusting saturation, lightness, and color balance, then reveal the darker areas with a layer mask and selection tools.
Apply blue and red paint textures to sci-fi panels using layer masks, color adjustments, and saturation to control paint areas, balance colors, and boost contrast for vivid detail.
Adjust the color map and textures, tweaking carbon steel, blue and red paints, and bolts for a cohesive look, then prep rust and scratches while previewing in Photoshop and Unreal.
Add subtle grunge to the metal texture with overlay textures, adjusting scale and opacity to preserve the metallic surface. Clone and healing brushes fix seams and refine overlays.
Add dust and rust layers to a sci-fi metal texture, refine with soft light and masks, paint wear and scratches, then generate a normal map to enhance depth.
Add grunge and rust to texture edges using a rust stamp technique, then paint scratches, adjust colors and opacity, and finalize color and specular maps for a game asset.
Create a single opacity and emissive mask texture by packing masks into the red and green channels to optimize memory for Unreal, then apply the mask in the material.
Learn to convert a color map into a specular map using adjustment layers, layer-by-layer tweaks to metal, rust, and paint, and careful color balancing for crisp highlights.
Learn to hook up the specular map, apply a reflection cube map with a reflection mask, and configure emissive lights to create a realistic sci-fi floor material.
Place and adjust point lights, apply decals to modular floor pieces, and preview the scene in game mode to prepare a polished final presentation.
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.