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    Game Asset Modeling - The Sci-Fi Modular Floor Workflow

    Posted By: ELK1nG
    Game Asset Modeling - The Sci-Fi Modular Floor Workflow

    Game Asset Modeling - The Sci-Fi Modular Floor Workflow
    Last updated 9/2016
    MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
    Language: English | Size: 776.46 MB | Duration: 1h 54m

    Learn normal map baking in 3ds Max and get a crash-course in materials inside UDK as we texture this sci-fi floor!

    What you'll learn
    Learn how to bake normal maps from a high poly model
    Learn to texture the sci-fi floor from start to finish
    Learn to create the material inside of UDK as you see here
    Learn to light the scene and polish your materials
    Requirements
    3ds Max
    UDK
    Photoshop
    Description
    Starting with the normal map baking process in 3ds Max, we'll create a color and specular map using Photoshop, use selection masks created with Render to Texture, set up a material for the floor piece, and finally add some lights and decals when we put it all together inside of UDK. With lots of great tips and practical hands on techniques, this video serves as a great workflow tutorial for high quality game assets. About the Instructor: Mike Snight is the Co-Founder/Owner of 3dmotive.com. He currently works at Irrational Games as a Senior Level Artist, and contributed heavily to the production of the smash hit Bioshock: Infinite. Mike is a long-time fan of the BioShock series and a 2008 Game Art and Design graduate from The Art Institute of California—Los Angeles. Mike has also contributed to the Activision titles Transformers: War for Cybertron, and Transformers: Dark of the Moon.

    Overview

    Section 1: Introduction to Bake Settings and Importing to UDK

    Lecture 1 Introduction

    Lecture 2 Using the Grid

    Lecture 3 Exploding the Low for Baking

    Lecture 4 Baking the AO and Normal Maps

    Lecture 5 Baking out a Selection Mask

    Lecture 6 Importing the Mesh into UDK

    Section 2: Working on Base Textures

    Lecture 7 Starting our Base Color Map

    Lecture 8 Using our Selection Mask

    Lecture 9 Adding Paint Layers

    Lecture 10 Adjusting Values in the Color Map

    Lecture 11 Adding Grunge Layers

    Lecture 12 Adding Dust and Rust Layers

    Section 3: Wrapping up the Material, and Final Presentation

    Lecture 13 Rust Edging and Scratch Pass

    Lecture 14 Creating an Opacity Mask

    Lecture 15 Creating the Specular Map

    Lecture 16 Setting up the Final Material

    Lecture 17 Decals, Lighting Pass, and Final Presentation

    Lecture 18 Bonus Lecture: Further Learning with 3dmotive

    Beginners-to-Intermediate Game Artists,Anyone interested in learning high quality texturing techniques