
Explore modeling and texturing a simple low-poly biplane for mobile games using Maya, 3D Coat, and Photoshop, then render with Marmoset.
Follow a beginner-friendly workflow to model a low-poly biplane for mobile games, using simple shapes, image planes, and extrusion, bridging, and mirroring to craft a clean silhouette.
Model the cockpit of a mobile game 3D asset by shaping the silhouette, extruding edges, and refining topology with multicut, bridge, and weld, then mirror for symmetry.
Block in the underbelly for mobile game assets by building and welding cylindrical segments, shaping with curve, tapering, and aligning to the grid before extrusion.
Model the engine compartment by extruding and shaping the body, refining edges and verts, and aligning faces to match the reference silhouette for mobile game assets.
Model a propeller for mobile games by shaping an eight‑sided cylinder, rotating and scaling blades, and refining curvature, then duplicate and unfold for a reflected side with later supports.
Model headlights from a base mesh by extruding, beveling, and adjusting edge loops, then duplicate, bridge, and refine cylinders and curves for a low rez, game-ready headlight design.
Create and unfold UVs for a 3d model by isolating pieces, building shells, and planning planar maps to enable painting the texture on each surface.
Master hands-on uv layout for mobile 3d assets, a biplane, by manually unwrapping planar maps, optimizing space, and arranging parts like wings, wheels, and cockpit, with checker patterns for alignment.
Explore 3d modeling and texturing a biplane, building on the first module’s work with 3d software and Photoshop.
Learn to set up painting in 3d coat by isolating model parts, using mesh extract and combine, assigning lambert materials, and exporting as obj for painting at 1k.
Block in base colors and textures for a mobile game model by painting normals and diffuse maps, adjusting brush opacity, refining metal highlights, and planning with rough blocking.
Block in base colors for the wings and propeller, apply texture in the editor, and build highlights and shadows to read well from an isometric view.
Learn to paint the main body of 3d assets for mobile games by creating cut lines, using multiply and highlight layers, and refining textures with color dodge, burn, and screens.
Paint the main body by layering shadows, highlights, and paneling, add bolts and decals, and boost contrast so it reads clearly from a distance on mobile.
Refine the main body with chrome-like shading, boosting contrast, and adding highlights and reflections to read from distance, especially from the top angle.
Learn to paint wings for mobile game assets by sampling colors from the body, building layered metallic panels with bolts, decals, and subtle edge highlights to read as realistic paneling.
Learn to enhance mobile game 3d assets by adding deliberate details, subtle damage, ambient shadows, and edge painting, using Photoshop techniques and symmetry to finish key components efficiently.
Study painting and texturing techniques for a cockpit by applying leather-like shading with darkness and lightness, adding brown tones, and refining metal highlights, panels, and wireframe edges in Photoshop.
Apply photoshop adjustments to texture maps, add subtle noise and texture, adjust lighting with curves and levels, boost contrast and saturation, and export as 24‑bit targa for engine import.
Wrap up covers exporting the mesh to obj, enabling normals, and applying an unlit diffuse material with a texture for mobile previews.
In this beginner level tutorial we will focus on the creation of a simple vehicle for mobile or low resolution games with a stylized, hand painted ascetic. Beginning with modeling in Maya, we will cover some basic modeling principles before moving into preparing UV's for painting. Painting will take place using 3D Coat, a software package that allows for the rapid texture painting required of many production studios, with final edits taking place in Photoshop. The end result will be a low-rez vehicle that will be usable in most game engines available today.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
An adopted son of San Francisco and the Academy of Art University, Ryan Ribot lives a small apartment with 3 cats and a Wacom. Currently working as a texture artist and character modeler with Telltale Games, Ryan spends most of his time painting and sculpting. ZBrush, Photoshop, and Maya are like breathing to him, and he is always looking to share his knowledge. Ryan has been teaching for several years, and is experienced as both an instructor and an industry professional.