2013
Digital Tutors
Justin Marshall
02:10:00
English
In this series of MODO tutorials, we are going to go through the process of building and detailing a fantasy war hammer using MODO. When building 3D assets, the ability of your computer to manipulate those objects is limited, especially when dealing with very high resolution meshes. Because of this, we use 2D images, like normal maps, to simulate the high resolution detail in a way that we can more easily use. We'll begin by building the base geometry for our weapon in MODO. Once the base geometry is modeled, we will use MODO's sculpting tools to created some high-resolution detail. Then we will talk about creating the low resolution mesh along with its UV layout. To finish up, we will generate maps for the color and specularity before viewing our game weapon in Marmoset Toolbag. When finished, you will have a better understanding of the workflow involved in building and sculpting high resolution props and set pieces with MODO and creating useable assets from them.
Lesson 1
Introduction and project overview
00:58
Lesson 2
Building the handle
13:43
Lesson 3
Modeling the head of the ram
08:28
Lesson 4
Modeling the horns of the ram
09:47
Lesson 5
Sculpting the horns
07:38
Lesson 6
Sculpting the head
12:14
Lesson 7
Preparing the low resolution geometry
07:14
Lesson 8
Using the Topology Pen
04:17
Lesson 9
Creating a UV layout
12:46
Lesson 10
Baking out normal maps
04:53
Lesson 11
Painting the horns
09:37
Lesson 12
Painting the head texture
07:54
Lesson 13
Painting the handle
09:07
Lesson 14
Finishing the textures
12:16
Lesson 15
Exporting and viewing in Marmoset Toolbag
05:59
http://www.digitaltutors.com/tutorial/1332-Creating-Game-Weapons-in-MODO
Download File Size:1.17 GB