background preloader


Related:  Video_Game_production_Tutorials

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 This is the model which I'm going to be using for baking the "Ambient Occlusion" map. Step 2 Now before we start anything make sure you have a proper UV Layout for your model, and the file you are working with is saved and has a project set properly for it. Step 3 Now go to Window>Rendering Editors>Hypershade and assign a new lambert material to the surface, and then rename it. Step 4 Since texture baking is done through Mentalray, make sure the Mentalray plugin is loaded in your version of Maya. Step 5 Now select your Polygon mesh, right click and go to Baking>Assign New Bake Set>Texture Bake Set.

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. Additional Files/ Plugins:Download Reference Image Step 1 Now we have to make the entire model High-res to generate our normal map with all the smoothing. Step 2

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 - Now click on the "Create Maya Nodes" button at the top of the nodes list and change it to MentalRay nodes. - Then under the textures tab MMB drag an 'mib_amb_occlusion' node onto the work area - Now connect the 'OutValue' of the Occlusion node to the 'OutColor' of the surface shader. - In order to get good results from Ambient Occlusion the scene environment must be white. - Now open the Render Globals window and select MentalRay as your renderer and Production as the quality preset. [/size] 1. 2. 3. 4.

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. Tip:whenever you see a hand cursor while hovering over an image you can click on it to see a high rez version of the image , like in the image below :) 1.Intro This character is my entry for Dominance War II competition ( ). I will start by showing you the final files sent to the competition to give you an idea about the direction this tutorial is going. concept sheet : texture sheet :

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. Note: it came to our attention that some serious mistakes were made in the normal map baking tutorial, video #6. After the UVs are unwrapped and the baking is done we’ll take you into Photoshop to show you how to finalize the textures by adding the ambient occlusion and extra detail. What You’ll Learn in this Course:

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.

How to get the low-poly look You may have noticed a common look in many images, not only in graphics and animations online, but also in magazines, and in television motion graphics, featuring low-detailed, faceted models, highly rendered, often with soft lighting effects. It’s at once a reference to the early days of computer modeling and animation, but given a modern twist. This is the low-poly look. In this article I’ll explore what the low-poly look is, some examples, and how you can create low-poly images. We’ll also look at some applications for this look in web designs, and also how this aesthetic may evolve online. A reaction to photo-realistic 3D modelling All 3D models are made up of polygons. The low-poly look is a conscious decision to use fewer polygons in the modelling stage, to create a simpler, more abstract model. However, this does not mean that low-poly modeling is low-resolution. Some of the best examples of the low-poly look are the works of Timothy J. Why is the low-poly look so popular?

Modeling Characters for Optimal Performance Below are some tips for designing character models to give optimal rendering speed. Use a Single Skinned Mesh Renderer You should use only a single skinned mesh renderer for each character. Unity optimizes animation using visibility culling and bounding volume updates and these optimizations are only activated if you use one animation component and one skinned mesh renderer in conjunction. The rendering time for a model could roughly double as a result of using two skinned meshes in place of a single mesh and there is seldom any practical advantage in using multiple meshes. Use as Few Materials as Possible You should also keep the number of materials on each mesh as low as possible. Use as Few Bones as Possible A bone hierarchy in a typical desktop game uses somewhere between fifteen and sixty bones. Polygon Count The number of polygons you should use depends on the quality you require and the platform you are targeting. Keep Forward and Inverse Kinematics Separate

UDN - Three - WebHome Welcome to the UE3 section of UDN, with all the details you need to become an expert with the award-winning Unreal Technology including Unreal Engine 3 and Unreal Development Kit (UDK). Unreal Development Kit The latest news updates for UDK are available at Unreal Development Kit News. Download the latest version of UDK from the Unreal Development Kit Downloads page. Check out all the cool things being done with UDK by viewing our YouTube Favorites! JOIN THE TEAM! UDN - Three - DesignWorkflow Search public documentation: DesignWorkflow 日本語訳中国翻译한국어 Interested in the Unreal Engine? Visit the Unreal Technology site. Looking for jobs and company info? Questions about support via UDN? From concept to completion This document is intended to give some insight on the internal workflow for level creation at Epic Games. Starting from the art concept Once the concept for an environment has been approved by the art director and the lead designer for the project, it is given to the Level Designers (LDs) and the environment artists. breaking down the concept The LDs will begin identifying the simple structures in the maps, such as where buildings will be, and what rough shapes can be used to prototype the level. identifying key structures The artists work with their leads to identify major set pieces (hero pieces) that will be landmarks in a given area of the game. deriving modular mesh sets The gameplay concept Designer/Programmer interaction Gameplay prototyping in Kismet Mesh creation Scripting

Creating Displacement , Normal & Bump Map - This tutorial will teach you the differences of displacement and bump maps and normal maps and how to assign them to a shader and a model. This is just an overview tutorial on both subjects, and will teach the basic attributes of both of them. Set-up Step one -Create a sphere by going to create>polygonal primitives>sphere. What Is The Difference Between Displacement And Bump Maps? A displacement map is real geometry (polygons), while a bump map is tricks of light to make it look like it has real geometry. Bump Map Bump map is best used for when adding "texture" to a model. Creating A Bump Map It's important that you don't assign it to the default Lambert shader that's already on your model. Open the material that you created in the attributes editor (select your model, click the wavy checkerboard icon on the shelf ). Creating A Normal Map Normal maps are more commonly used in video games than in 3D images. Now in the attributes editor click on the tab file1. Close the hypershade. Conclusion