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Pipesfranco Modelling a 3D Next Gen Game Asset in Maya Mudbox Photoshop and the Unreal Engine €10 buy download

2010
Youtube Channel
pipesfranco
2hrs. 31mins.
English
Hi i'm Pipes and I would like to welcome you to the first in a set of tutorials in modelling a next gen game asset in Maya, Mudbox, Photoshop and the Unreal Engine.
I am a graduate of the Bournemouth Art University in the UK specialising in 3D game modelling and level creation.
In this first lesson we will take a look at gathering reference imagery to aid in the model creation, creating image planes and customising Maya for an efficient workflow.
We will then continue by creating a low polgon mesh to block in the basic form, unwrap the model in Maya using the UV editor and then import the mesh into the 3D sculpiting tool Mudbox, where we will create a high polygon variant from this low poly base mesh and sculpt the finer details.
We will texture the model in Photoshop and then back in Mudbox we will generate a variety of maps from the high poly mesh which we can apply to our low res poly mesh to capture the high sculpted details, which can then be applied to the low poly base mesh and import this into a game engine like the Unreal 3 engine optimised for real time lighting.
It may seem like a long process and it can be but I will break it down the best I can and explain as much as I can as we go through this tutorial set.
So let's get started and light this candle!
Part 1 - In this first lesson we will take a look at gathering reference imagery to aid in the model creation.
Part 2 - In this second lesson we will take a look at creating image planes and customising Maya for an efficient workflow. We begin the modelling process of the Tardis starting with the door panel.
Part 3 - In this third lesson we will continue the modelling process of the Tardis door panels.
Part 4 - In this fourth lesson we will complete the modelling process of the Tardis door panels of the low resolution mesh and model the corner panels and base.
Part 5 - In this fifth lesson we will complete the modelling process of the signs, roof, and lamp section.
Part 6 - In this sixth lesson we will begin preparation for the UV unwrapping of the model and we discuss the Outliner window, basics of shader creation and apply a checker texture to the door panels.
Part 7 - In this seventh lesson we unwrap the door panels in UV texture space and we discuss the tools within the Maya UV editor window to accomplish this task.
Part 8 - In this eighth lesson we continue the UV unwrap process on the other sections of the low polygon base model.
Part 9 - In this ninth lesson we finish the UV unwrap process and arrange the shells on the UV 0-1 texture space to maximise texture detail.
Part 10 - In this tenth lesson we discuss the creation of the high polygon mesh from the low polgygon variant and how to utilise the Outliner window. The lesson concludes with the process of OBJ export for integration with Mudbox 2011.
Part 11 - In this eleventh lesson we look at the Mubox 2011 interface and the features we will use to texture and sculpt high resolution detail.
Part 12 - In this twelfth lesson we look at importing the high resolution OBJ file and subdividing the geometry. The lesson concludes by creating a texture for use as a stencil in Photoshop and Mudbox to paint a base texture on the model.
http://www.youtube.com/user/pipesfranco

Download File Size:1.03 GB


Pipesfranco Modelling a 3D Next Gen Game Asset in Maya Mudbox Photoshop and the Unreal Engine
€10
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