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Digital Tutors Creating Next-Gen Game Assets in Softimage €15 buy download
2009
Digital Tutors
Kyle Green
5h39m
English
In this series of Softimage tutorials we will learn how Softimage can be used to create next-generation game assets that contain high levels of detail. This tutorial will take you through every step of the creation process, so we will start by setting up rotoscopes within Softimage to use as reference. From there, we will use a variety of polygon modeling techniques to create low-resolution and high-resolution versions of our asset. Once that stage is complete we will use the Softimage Ultimapper to transfer all of the hi-res detail back to our low-res mesh using normal maps.
1. Introduction and Project Overview
2. Setting up Rotoscope references
3. Getting started with modeling the central area of the gun
4. Modeling the gun's handgrip
5. Creating the ammunition magazine for the M-16
6. Finishing the magazine and trigger geometry
7. Repurposing geometry to create the trigger guard
8. Adding secondary details to the main area of the weapon
9. Modeling the forward hand guards of the M-16
10. Creating the weapon's barrel and front sights
11. Finalizing the geometry for the front sights
12. Modeling the shoulder stock of the M-16
13. Cleaning and redirecting shoulder stock geometry
14. Modeling the M-16 scope
15. Optimizing polygon count in our low-res geometry
16. Starting high resolution detailing of the M-16
17. Modeling high resolution details for the weapon scope
18. Adding detailed ridges for the forward hand guards
19. Detailing the handgrip area of our weapon
20. Modeling the subtle raised areas on the M-16
21. Creating recessed areas of the magazine clip
22. Adding several secondary details to the M-16
23. Modeling the weapon's ejection port cover
24. Refining and detailing the trigger guard geometry
25. Detailing the front handle of the M-16
26. Starting the UV Layout process on low-resolution geometry
27. Applying UVs to cylindrical areas of the M-16
28. Techniques for fixing overlapping UVs in Softimage
29. Utilizing Contour Stretch UV subprojections
30. Laying out the UVs of the forward hand guards
31. Laying out the UVs of the front sights
32. Creating UVs for the central area of the M-16
33. Merging all low resolution geometry into a single mesh
34. Merging all high resolution geometry into a single mesh
35. Using the Ultimapper to create detailed normal maps
36. Fixing Ultimapper sampling errors using Photoshop
37. Creating color maps for the weapon using Photoshop
http://www.digitaltutors.com/11/training.php?pid=202

Download File Size:1.81 GB


Digital Tutors Creating Next-Gen Game Assets in Softimage
€15
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