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Hard Surface 3d Vehicle Detailing and Texturing for Games
Rating: 4.5 out of 5(15 ratings)
446 students

Hard Surface 3d Vehicle Detailing and Texturing for Games

Learn the process of unwrapping, sculpting, polypainting, and rendering his Hard Surface Sci-Fi Vehicle Tank!
Created by3dmotive LLC
Last updated 4/2017
English

What you'll learn

  • Learn the unwrapping process for this hard surface vehicle
  • Learn the texturing and detailing workflow using Maya, ZBrush, and Photoshop

Course content

5 sections57 lectures10h 32m total length
  • Introduction1:26

    Unwrap the tread and components with Maya's UV editor, export as OBJ files. Import into Roadkill, then scale, arrange, and pack UVs to form a tight texture sheet.

  • Model Prep6:34

    Explore model prep techniques for a hard surface tank, adjusting treads and pipes, reducing poly counts, and planning texture sets with unwrapping, the outliner, and grouped textures.

  • Unwrapping the Treads11:39
  • Unwrapping the Chassis15:45

    Export the chassis, turret, tracks, and guns to roadkill, then unwrap and weld edges to create clean UV maps, adjusting back-face visibility as needed.

  • Unwrapping the Guns3:29

    Unwrap the guns in maya by selecting edges, using world view, and applying the unwrap to produce clean edge seams and a fully unwrapped model.

  • Unwrapping the Missile Launcher6:12

    Learn to unwrap the missile launcher by placing seams, welding edges, and hiding back faces, then save and prepare the model for texturing in Maya.

  • Unwrapping the Pipes2:02

    Place seams on the interior of the pipes to optimize visibility, unwrap with Maya, and separate pipes from hinge and ground points for a time-saving, smart workflow.

  • Unwrapping the Plasma Cannon0:59

    Weld first to assemble the plasma cannon, then square components. Verify the setup is functional, delivering a quick game-ready hard surface asset.

  • Unwrapping the Track Arm8:10
  • Unwrapping the Track Support7:25

    Unwrap the track support by following edge lines to create clean seams and strategic cuts, then use wireframe, back-face cleanup, and welds to optimize texture mapping.

  • Unwrapping the Main Turret8:01
  • UV Layout 0118:32

    In maya, unwrap and organize UVs for a hard surface vehicle by importing parts, grouping them into chassis and launcher assemblies, and preparing the track and turret components. Learn to pack UVs densely in the UV editor, adjust scale and placement, and save progress as you arrange components like plasma cannon, missiles, guns, and wheels.

  • UV Layout 0217:57

    Arrange the uv layout for the chassis by scaling, rotating, and spacing parts like the plasma cannon and pipes, then align and merge related pieces.

  • UV Layout 0319:49

    Explore UV layout for a hard surface vehicle, packing launcher and missile textures, separating exterior and interior pieces, and adjusting scale and placement to fit texture sheets.

  • UV Layout 0414:08

    Arrange the vehicle’s UVs by placing parts in available space, then scale, move, and rotate to fit the atlas, planning three large textures and a 2k for launcher and treads.

  • UV Layout 0514:04

    Master uv layout for hard-surface vehicle detailing by arranging texture space for track units, chassis, and turret. Learn unwrap editor basics and prepare for NexGen detail stamps.

Requirements

  • Adobe Photoshop
  • ZBrush
  • Autodesk's Maya

Description

In this course, instructor Stephen Wells will be taking us through the process of refining the final model of this Hard Surface Tank. Starting with our basic blockout model, we'll go indepth by covering the UVW unwrapping process using Roadkill. Next, we'll dive into detailing our mesh as we open ZBrush and cover the sculpting process. In ZBrush, we'll learn to create custom alphas and sculpt much more of the extra details not covered in the original blockout phase - including weapons, turrets, machine guns, armor, and more.

Using ZBrush, we'll also learn to create our custom textures and materials as we learn polypainting, as well as adding details such as rust and grime. Lastly, well cover the final presentation of the model as we learn to render and present the tank model while utilizing Maya, ZBrush and the Marmoset Toolbag.

(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)


More about the Instructor:

Stephen Wells is an expert 3D modeler for characters, props, vehicles, weapons and environments and have created both high and low polygon assets for game productions. He has over 20 years experience in creating a variety of game assets for several different genres (fantasy, sci-fi, combat, superheroes, horror, etc) using 3ds Max, Maya, Photoshop, ZBrush, Mudbox, Topogun, and XNormal. As an enthusiastic instructor, he loves creating video tutorials on a wide variety of subjects to help students better their skillsets.

Who this course is for:

  • Intermediate-to-Advanced 3d Artists