Creating a Stylized Set Element for Games in Maya

Throughout these lessons we will cover the entire process of creating of a simple game asset and focus on topics involving low-poly modeling, UV-Layout and proper UV-sizing. Software required: Maya2013, Photoshop CS5, Marmoset Toolbag. xNormals.
Course info
Rating
(12)
Level
Intermediate
Updated
Dec 9, 2013
Duration
7h 47m
Table of contents
Description
Course info
Rating
(12)
Level
Intermediate
Updated
Dec 9, 2013
Duration
7h 47m
Description

Throughout these lessons we will cover the entire process of creating of a simple game asset and focus on topics involving low-poly modeling, UV-Layout and proper UV-sizing. We will start by creating a high-poly asset where we will talk about techniques that are very useful for these types of projects. This workflow can save time as well as gain the quality and originality desired for the prop. We will then use built-in Maya tools to bake ambient occlusion and normal maps, export UVs to Photoshop and begin the texturing process. We will use Marmoset Toolbag to quickly visualize the texture on the model, check lighting, reflections, specular and other maps. Finally we will be using photo-textures that we will sample for color and generate masks to fill and produce a unique texture as a result. In the end you will have a professional workflow to create any game asset you will need in the future. Software required: Maya2013, Photoshop CS5, Marmoset Toolbag. xNormals.

About the author
About the author

Stas Poritskiy is a talented CG artist who works as a Technical Director at Hemogoblin studio on “L5” project.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hello, my name is Stas Poritskiy. I'm a technical director. And I work at Farmcp. My company specializes in product visualization, and commercial work in general. And what I do there, I mainly supervise technical processes. I develop pipelines, that sort of thing. In this video lesson, we're going to focus on slightly different thing. We'll be looking at an asset creation for video games. And I will be walking you through the steps of creating this very small, cute little well. We're going to get this model. We're going to generate normal maps. We will create <<INAUDIBLE>> occlusion maps. And we'll paint all that in Photoshop. And we'll be using a tool, such as Marmoset, to create a very brief visualization, something to simulate the environment inside of the game engine. So I hope you are going to enjoy this. And I will be seeing you very soon.