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Learn to Model and Texture 3d Assets for Mobile Games
Rating: 4.3 out of 5(29 ratings)
328 students

Learn to Model and Texture 3d Assets for Mobile Games

Learn to mode, UV, and texture stunning, low resolution game assets with a stylized, hand-painted look!
Created by3dmotive LLC
Last updated 9/2016
English
English [Auto],

What you'll learn

  • Model and UV a low poly game asset for Mobile Games using Maya
  • Paint great, stylized textures using 3dCoat and Photoshop

Course content

2 sections24 lectures3h 6m total length
  • Download course source files here!0:07
  • Introduction0:29

    Explore modeling and texturing a simple low-poly biplane for mobile games using Maya, 3D Coat, and Photoshop, then render with Marmoset.

  • Modeling Intro13:27

    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.

  • Modeling the Cockpit14:38

    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.

  • Blocking in the Underbelly6:46

    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.

  • Modeling the Wings11:35
  • Adding the Engine Compartment8:27

    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.

  • Modeling the Propellers4:54

    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.

  • Modeling the Headlights8:41

    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.

  • Creating UVs11:21

    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.

  • Laying out UVs7:36

    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.

Requirements

  • Adobe Photoshop
  • Autodesk's Maya
  • 3d-Coat

Description

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.

Who this course is for:

  • Intermediate to Advanced 3d Artists already familiar with Maya and Photoshop
  • This course is not intended for complete 3d beginners