High Detail Model Workflow for Animation Ok, I am trying to establish a workflow for creating models for animation. I'm trying to ensure great topology and detail for animation. Here are my steps: 1) Create rough mesh in Maya 2) Import to Mudbox and sculpt at a high level 3) Import the high level obj file into Topogun as a reference for retopology 4) Save retoped reference as a obj and import into Mudbox for final details and baking normal maps 5) Import the low poly object into Maya 6) Create my uvs using Headus UV Layout 7) Paint textures in Photoshop 8) Create shader network in Maya and connect my normals and additional maps
Low Poly Game Asset Creation - Fire Hydrant in Blender and Unity 3D Create Low Poly, Game Ready Assets in Blender and Unity 3D! Through this Blender and Unity tutorial you will learn how to create low poly assets for games. Over the course of this tutorial you will learn the high poly and low poly modeling techniques needed to create the fire hydrant subject matter. You will learn how to unwrap the UVs of the final low poly model and how to bake out normal maps, ambient occlusion and texture maps.
Tutorial: Ambient Occlusion in Maya - by Alchemist101 AMBIENT OCCLUSION IN MAYA8 and PHOTOSHOP This tutorial covers the basics of how to setup and bake ambient occlusion maps in Maya8. The process is similar for previous versions of Maya only the menu names will be different. As with most things in Maya there are probably many different ways to do this but this method works well for me and is reasonably quick to setup. - First open the hypershade window and from the Maya nodes list MMB drag a Surface Shader node into the work area Crafting A Detailed ‘Next-Gen Boiler’ – Part 5 Baking Maps In part five, you'll learn how to up-res the low poly model in preparation for map baking and how Zbrush can be used in conjunction with Maya to add addition detail and damage to the high-res model, an important step in creating detailed normal maps. Shray will also show you how to setup, bake and combine Normal and Ambient Occlusion maps using xNormal and how to construct the model's shader back in Maya. Project Overview: In this tutorial I'll show you how to create a next-gen, game model of an old weathered Boiler, with the help of only one black & white reference image. The tutorial will cover the entire process from Low poly Modeling to High poly Modeling, UV mapping, Textures baking (i.e Normal and Occlusion maps) and Diffuse Texturing. Finally we'll be applying Xoliul's shader in Maya for realtime rendering of the model.
Baking Ambient Occlusion, Color And Light Maps In Maya Using Mentalray In this tutorial you'll learn how to bake an Ambient Occlusion map, as well as a Color & Light map inside Maya using Mentalray. Ranjit will first guide you through the process of setting up and rendering the AO map using a character model for demonstration. In the second half of the tutorial, we'll switch over to an interior scene to generate our Light & Color map, also using Mentalray. Step 1
Making of Varga This tutorial is dedicated to AREA community. 1.Intro2.Game modeling workflows3.Tools used4.Workflow used for Varga 5.Final model You could also check the first part of this tutorial : Varga hair tutorial (low poly game character hair) This is not a step by step tutorial.I will summarize the workflow i used for one of my characters with lots of images and some print-screens directly from the applications used ( maya/mudbox/photoshop etc ...), also in the end i will provide some info about tangent space normal maps so you could think of this tutorial as mainly normal mapping related stuff. Game Character Creation Series: Kila Today we're extremely excited to welcome veteran 3D artist, character modeler and author, Antony Ward to the site as we launch an amazing new software independent tutorial series, for all you aspiring character modelers and game artists. Over the course of this extremely in-depth series, you'll learn the techniques and theory behind creating a stylized, high quality female character for modern games. Focused on traditional poly-modeling, rather then digital sculpting techniques, this series will help you build a solid foundation and a true understanding of the character creation process. With nearly 20 years of production experience in some of the game industries top studios, Antony offers invaluable insight into the various aspects of professional character creation. Staring from the very basics, you'll learn how to prepare, gather reference and get started in your 3D app of choice.
What every 3D artist needs 3D artists generally create models from reference (whether that is created by a concept artist, yourself, or from photographs). Every 3D artist needs to know certain things. There is some basic knowledge that a 3D artist should possess. This is what we call the artist’s pipeline. This pipeline includes the following: ModelingUV MappingRiggingTexturingSculptingRetopologyLighting rsart – Rick Stirling, games artist » Blog Archive » Yes, but how many polygons? Previously, I’ve explained that it is very difficult to answer the question “How many polygons should I be using in a character/vehicle/environment?” This doesn’t stop the question being asked however, so I thought I’d approach it in a different way – how many polygons have other games used? By listing the game, the hardware it runs on, and any art information I could find, I hope that this will be a good starting point as to suitable polygon counts and texture sizes. Ideally I’d like to list as many games as possible, from different genres and platforms.
Tanya X Short's Blog - 50 Easy Steps to Indie Success The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. As the director of Kitfox Games, I have read dozens, perhaps even hundreds, of articles claiming they will assist my 4-person team in making "a successful indie game." New articles come out every day, all with helpful advice for me and my team.
Unreal Engine 4: How to Develop Your First Two Games Description Approved by Epic Games and taught by Unreal Engine Evangelist Chris Murphy, this course is for any developer wishing to work in Unreal Engine for creating interactive experiences and/or enterprise fields of real time training simulation, visualization, and media/entertainment. Create realistic games with the complete game development tool - Unreal Engine 4. Start with the fundamentals so that you build a solid base understanding.
Term Rental Licence Autodesk Subscription Subscription offers flexible ways to access the latest Autodesk software and services: Maintenance Subscription for a perpetual license—Maximize your long-term investment in Autodesk software and services. Always stay current with the latest software releases and get enhanced technical support and flexible licensing rights.Desktop Subscription—Choose a pay-as-you-go monthly, quarterly, and annual options for using certain Autodesk software.Cloud Service Subscription—Collaborate in the cloud and access cloud computing power for visualization and simulation. See all free and pay-as-you-go Autodesk cloud services.
Game engines: What they are and how they work Screenshot of a beach from the CryEngine 2, courtesy of Crytek. Many people have heard of famous 3D video games such as Halo, Doom, the Call of Duty series, System Shock, Half-Life, and Unreal. If so, you may have heard other gamers or technical people use the term “game engine” before, but you never understood exactly what it was.