Create a game asset from start to finish

Start from scratch and end with a game asset ready to be imported into your game.
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Instructed by Marco Vale Design / 3D & Animation
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  • Lectures 18
  • Length 2 hours
  • Skill Level Beginner Level
  • Languages English
  • Includes Lifetime access
    30 day money back guarantee!
    Available on iOS and Android
    Certificate of Completion
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About This Course

Published 1/2015 English

Course Description

Ever wanted to create a game but feel like you lack in the artistic department?
Well, that’s all in the past now!

In this course, I'll guide you in the complete process of creation of your first game asset.

You will learn the fundamentals of concept design and these fundamentals will stay with you while you design all your future creations!


  • thumbnail sketching
  • reference usage
  • design refinement
  • design illustration

We'll then use core techniques that are essential to low-polygon game modeling
You will acquire a great skill set to start letting your creativity run wild.

Techniques such as

  • polygon modeling
  • extrusion
  • bevel
  • inset
  • conections
  • chanfers
  • create texture coordinates
  • pack those coordinates together

In the last phase of this course, we will create a rich texture to wrap our model with.

Not only will we create texture coordinates for the model, but also paint a beautiful hand painted texture to wrap our model in.

you'll learn to:

  • export a texture coordinates reference image
  • use the fundamentals of shading to create a base texture
  • add hand painted detail
  • add color with adjustment layers

If you have a vision for your game assets, but can't seem to bring them to realization, this is the course for you! Don't depend on other people to bring your visions to life. Learn how to craft them yourself, and create as you want

In less than a week you'll know the fundamentals to create whatever you imagine

What are the requirements?

  • A basic knowledge of some tools in photoshop is a bonus, but not essencial.
  • The techniques explained can be used with any 3d and 2d software, but I would advise to download Autodesk's 3dsmax Demo, and Photoshop.

What am I going to get from this course?

  • Design their own game assets
  • Model them using low poly modeling tecniques
  • Create the texture coordinates
  • Hand paint a beautiful texture for your model

Who is the target audience?

  • This game art course is perfect for those who are starting out making their own games. If you have a passion for game development but lack in the art department, then you should take this course.
  • You will learn skills to improve the game assets you create, from concept design, modeling and texture painting

What you get with this course?

Not for you? No problem.
30 day money back guarantee.

Forever yours.
Lifetime access.

Learn on the go.
Desktop, iOS and Android.

Get rewarded.
Certificate of completion.


Section 1: Introduction

This introduction video serves as a description of the process that we will use to create the game assets and the different stages we will go through

Section 2: Creating a concept

In this lecture we explore the idea behind concept designing and how you can go about using reference as a way to enhance your concepts. We go from a base idea, and gradually push it further into a more complex, more interesting concept.


In this lecture we look at the final concept and look for what is not yet right. We use simple selections and transforming to change the concept into looking as best as it can, and then make a final sketch for it.

Section 3: Illustrating the concept

In this lecture, we look at how light creates volume, and how we can replicate that concept to illustrate volume on our concept


In this lecture we talk about not flat surfaces, and how the are shaded and also how they cast shadows on other objects


Here we create the chipping effect which adds detail to the concept and we also use some adjustment layers to quickly color our concept, before going in and adding hand painted details

Section 4: Creating the lowpolygon model

Before we can model we need to set some things up. In this case, we need to creat a visual reference that we can use as a guide. So in a way, like a blueprint. We do that by creating a material and a plane to put the material on.


For the modeling we start by using very simple yet powerful modeling techniques to create the base for your lamp. We keep the model loyal to the concept, by using a side view of the concept as a way to keep the same shape.


Continuing with some simple techniques we model the side details on the lamp and the we move over to the top, where we see how we can start with a simple primitive and change it to have it look like we want it.


To wrap up the model, we create the pillars for the bowl which we have to edit by hand to fit the concept. After that we go into the smoothing groups editing to make sure we have a model that is reacting to light the way its meant to.

Section 5: Creating the texture coordinates

In this lesson we start creating the uvw coordinates, or texture coordinates for our model. In this particular lesson we learn how to use tools such as flatten mapping, pelt and relax, to create the uvws for the pillars for the top bowl on out model.


In this lesson we learn how to use the planar mapping tool to quickly create a uvw that matchs a flat surface aproximation. We use that to make the side of the base of the lamp. After that we learn how to use the stitching tool, to group together adjacent parts that might have become scattered around


In this part we create uvws for the final parts which have not been mapped yet, and we use all the tecniques learned so far to do exacly that.


After we create all the uvws clusteres we have now to pack them together, trying to save as much texture space as possible, but keeping in mind that the textures resolution should be maintained similar along the whole model.

Section 6: Creating the texture

At the final stage we prepare a material and texture file to see what changes we make. We use native photoshop format to save the texture file and see the progress


In this part we hand paint the shading, either by using a brush or the gradient tool. We keep every surface shaded withing the same light conditions for texture continuity


After we have the shading as we like it we go in and create the chipping effect, to give it a more natural and detailed look, but also to have it follow the original concept as close as possible


Once the shading and details are complete, we go in and add color and add final touchups to help bring the model to a more final level.

Section 7: Conclusion

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Instructor Biography

I have been working in the games industry as an amateur since 1998. In 2003 I started as a professional. My projects range from all forms of game art, from 3d low-poly to 2d pixel art, vector or even animation. I've also taught illustration, 3d modeling, Flash animation and Photoshop at a professional school. I am currently working in mobile gaming

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