
This course guides you through creating 3d game models and textures, from modeling basics to advanced workflows, teaching tools and techniques to work faster and more efficiently for beginners and intermediate artists.
Join the course discussion community to chat with fellow students, share your work in progress, and receive feedback. Use the Q&A section to ask course questions and get a response.
Block out a stylized game asset in Maya using a concept image on an image plane, applying extrusion and edge loops. Work with separate objects for flexible sculpting later.
Finish blocking basic shapes by quickly forming a base, aligning pivots for symmetry, duplicating and rotating parts, and refining with beveling, extruding, edge loops, and soft selection using box modeling.
Block the banner asset, apply finishing touches, soften edges, and adjust loops for clean geometry. Add edge loops for subdivision to ensure it looks good when sculpting.
Add edge loops and bevels to finish the base mesh for sculpting in zbrush, ensuring smooth edges read well from a distance, and optimize topology for a game engine.
Sculpt metal props by blocking main shapes, subdividing the mesh, and refining with polish and masking, while using orb brushes to guide texture maps.
Sculpt wood textures for a stylized prop by subdividing the mesh and carving with cracks and polish brushes. Keep consistent scale and dynamic shapes, using shortcuts to speed the workflow.
Learn to sculpt cloth on game props by refining wrinkles with clay buildup and pinch brushes, adjusting subdivisions, and adding hard-edged stylized details for a smooth, game-ready surface.
Sculpt metal parts with a hammered texture using a polish brush and short strokes. Subdivide pieces, scrub cracks, and add subtle scratches while keeping the detail simple.
Finish the sculpt by refining subdivided pieces and adding wood and metal texture details, while using ctrl d and ctrl z to guide a patient workflow toward decimation and retopology.
Apply decimation techniques to reduce polygon count while preserving silhouette for a stylized banner prop, then prepare, separate pieces, export, import into Maya, and organize for baking.
Learn base retopology for a stylized prop by building a low-poly silhouette, using triangles over quads to avoid engine artifacts, and duplicating parts for efficiency while preserving shape for baking.
Master base retopology by simplifying asset geometry, reducing faces and loops, and connecting regions for a cleaner, efficient mesh. Close holes and preserve shape for game engine performance.
Continue base retopology of the asset, remove unnecessary loops, adjust loop placement, relax and extend the loop, and rename high to low poly while preparing the low-poly version.
Explore retopology extras by refining low-poly and high-poly meshes, aligning pivots, hardening seams, and preparing bakes to optimize chains, banners, and structure in a game-ready workflow.
Learn practical UV mapping for stylized videogame props by unwrapping and folding models, aligning seams, and packing shells into a single UV layout to ensure consistent texture density.
Master packing uv shells into a single uv space by unfolding and equalizing density, adjusting layout settings, and exporting the low-poly model for painting and baking.
Learn to bake mesh maps from a high-poly to a low-poly model, use color-based material masks for metals, wood, and screws, and optimize pbr textures for mobile games.
Explore texturing stylized props by building base and banner layers, applying id masks and color selection, and sculpting curvature and ambient occlusion maps to drive a smart material workflow.
Master Maya texturing by baking a low-poly banner, painting details with masks and solid colors, and applying gradient ramps and overlays to tune color and roughness.
Master rigging and animation for stylized videogame props as part of the model and texture stylized props for videogames 2018 course, in an extra no-audio lesson.
NOTE THAT THIS IS AN INTERMEDIATE COURSE
Learning 3D in general can be very confusing and time-consuming when doing it by yourself. I want to make the learning process easy for you. We´ll be going through all the tools and concepts of modeling and texturing in very detailed videos.
We will only be working with industry standard software. That way, you´ll be prepared for any professional challenges that may be presented to you.
In this course, we will create a game ready asset from A to Z.
Some of the topics covered on the course are:
Base mesh modeling
Hard Surface Sculpting
Retopology
UV mapping
Map Baking
Texturing
This course will not only be useful to new users. Intermediate to advanced students will find content in these lessons very useful too, as we go through the fundamentals of modeling and texturing using powerful modeling techniques and shortcuts.
After finishing this course, you'll have the knowledge required to create your own props of games.
You'll learn tips and shortcuts that will accelerate your workflow and make you understand the fundamentals of 3D modeling and texturing.
I will be available for you through the whole course, feel free to send me a message if you encounter any issue. I will help you solve it and understand why it presented itself.
So please, enroll today.
Testimonials:
-Rodrigo Andres:
"What I liked most in this course was the use of baking maps on substance painter, it makes everything easier. The instructor explains very well how to make high detailed props with few polygon counts. I recomend it."