When creating a game you need to deal with a problem called polycount. You must keep your assets low in the face count to make sure your game is playable on different hardware.
So in this course you will learn how to approach low poly assets creating and also learn some modeling techniques. You will aslo learn how to prepare your game asset for texturing. Finally, you will get the idea of how the low poly object is compensated by using map projections.
We will first start setting up the reference images in Maya to model the boat from. Then we will start with the basic geomerty and move step by step for a good-looking asset. Then we will UV map the modeled boat and prepare it for maps baking and texture creation.
We will begin with setting up reference images to model from. It can be very difficult to have no ones.
It is also important to set up them correctly.
This lesson is about adding details to the boat. We need to do that to give our boat a more realistic look.
In this lesson we are going to make a high-poly version of the boat. We need it to project the details onto a low-poly version in a later movie.
We will ad more objects to the boat in this lesson.
In this lesson we will model the paddle for our boat.
In this lesson we will start UV mapping our boat. We need the UV map to create texture maps for the object. UVs are a 2D representation of a 3D shape.
This time we will make a UV layout.
We can mimic the high poly details on the low-poly model. We can do that by baking a normal map. So in this lesson we are going to do this.
My name is Alexander. I'm a student at Jagiellonian University currenty studying informatics. I started working with 3D when I was 15 and from that time it's my passion. For all this time I've learned a lot and I've been doing my best to get to the level I'm at now. There are now limits to improve skills. So I want to share my knowledge with you.