Tutorials > Game Asset Modeling - The Sci-Fi Modular Floor Workflow
Game Asset Modeling - The Sci-Fi Modular Floor WorkflowDate: 27 August 2022 | Posted by: voska89 |
![]() 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 Homepage DOWNLOAD LINK ![]() https://rapidgator.net/file/3bdf08c33c3f5df98ee780ca83d8dfdd/vhyyj.Game.Asset.Modeling..The.SciFi.Modular.Floor.Workflow.rar.html https://uploadgig.com/file/download/40d4fd7A92a2C183/vhyyj.Game.Asset.Modeling..The.SciFi.Modular.Floor.Workflow.rar ![]() https://nitroflare.com/view/1B53385CAC072BD/vhyyj.Game.Asset.Modeling..The.SciFi.Modular.Floor.Workflow.rar Links are Interchangeable - No Password - Single Extraction See full article |