Masterclass: Modeling 3D Props for AAA Games
MP4 | Video: 1280x720 | 70 kbps | 44 KHz | Duration: 20 Hours | 9.52 GB
Genre: eLearning | Language: English
Course Description
Aimed at both beginners and pros, this course takes you step by step through the modeling, UV and texturing process of creating a prop for a AAA game: a crossbow inspired by Witcher 3.
As well as hands-on modeling, you'll also learn how to approach the process as a professional artist: using a reliable pipeline and techniques that you can apply to any project, guaranteeing quality results on time, every time.
We'll also discuss the best use of edge-flow, how to avoid and correct construction errors, and real-time specific considerations. Because we're aiming at high end AAA games, we want to bring the model to the high level of quality that's expected of game productions today, while keeping our polycount efficient - something that many professional game artists struggle with as we transition from props that used to have on average 1000-3000 triangles on the first LOD, to props that now have around 5000 triangles or more - as is the case with Witcher 3.
When texturing, we'll take advantage of Substance Painter, a 3D painting application that's quickly becoming standard in the games industry for hard-surface models, such as this crossbow. We'll easily create blends between various finishes of metal - polished, scratched and hammered - while at the same time adding details to the normal map, ensuring that all maps align and complement each other. And because Substance Painter is geared towards PBR materials, the creation of metallic and roughness maps is both easy and intuitive.
Join me now. If you're a professional artist already, this course will help you polish your skills and stay up to date with the latest game industry' approaches for modeling and texturing. If you're just starting, you're in for a ride - not to mention, an amazing portfolio piece at the end! Who knows, I might just see your prop in the next mod/game I play :)
What are the requirements?
The course is taught in Autodesk 3ds Max 2016. A trial copy can be downloaded from Autodesk.
Textures are created in Substance Painter. A trial copy can be downloaded from Allegorithmic.com.
Some familiary with 3ds Max is a plus.
Some familiarity with a 2D painting package, such as Photoshop, is a plus.
Substance Painter is covered from scratch, no previous experience is necessary.
A painting tablet - such as Wacom Intuos - helps with the texturing process but is not mandatory.
What am I going to get from this course?
Over 153 lectures and 19 hours of content!
Learn from a game industry veteran with experience teaching at the university level.
Step-by-step video tutorials - follow as the instructor models alongside you, no hidden steps or missing shortcuts.
Learn how to model and texture using professional techniques that optimize production and ensure high quality results.
Discover the tricks towards creating game assets for AAA high end games, such as Witcher 3.
Teacher support - I usually answer within 48hrs or less and I'm also available via email and Facebook.
What is the target audience?
Anyone who has an interest in game modeling and texturing.
Beginners looking to expand their knowledge.
Professional artists who want to refresh their skills and learn techniques towards the new AAA standard.
Modders who want to create professional quality game assets.
!Some familiarity with 3ds Max is necessary.
Curriculum
Section 1: Getting Started
Lecture 1 Course Structure 02:10
Lecture 2 What you'll Learn and What you Need to Know 02:41
Lecture 3 I'm already an experienced artist, what do I get out of it? 02:32
Lecture 4 Who this course is not for 02:17
Lecture 5 Grab your Work Files
Text
Section 2: Understanding the Model and the Quality Bar
Lecture 6 Game World and its Implications 09:00
Lecture 7 Reviewing the Crossbow 06:55
Lecture 8 What's so Special about AAA? 10:23
Lecture 9 The Impact of PBR Materials and Next-Gen Consoles 07:24
Section 3: Modeling the Crossbow: Step 1 - Blocking the Silhouette
Lecture 10 Modeling Pipeline 09:36
Lecture 11 Units Setup 01:35
Lecture 12 Adding the Turnaround 04:44
Lecture 13 Adjusting the Proportions 11:28
Lecture 14 Blocking out the Bow 10:00
Lecture 15 Blocking out the Middle 09:44
Lecture 16 Blocking out the Back
Preview
10:57
Lecture 17 Mirroring the Crossbow 08:13
Quiz 1
Modeling Step 1 - Blocking the Silhouette
3 questions
Section 4: Modeling the Crossbow: Step 2 - Refining the Silhouette
Lecture 18 Refining the Bow 11:06
Lecture 19 Refining the Middle 08:06
Lecture 20 Refining the Back 09:52
Lecture 21 Silhouette Problems 03:53
Quiz 2
Modeling Step 2 - Refining the Silhouette
3 questions
Section 5: Modeling the Crossbow: Step 3 - Adding Details
Lecture 22 Creating the Cuts 08:52
Lecture 23 Removing the Middle Faces 04:22
Lecture 24 Modeling the Side Metal Plate 06:45
Lecture 25 Modeling the Top Metal Plates 06:06
Lecture 26 Modeling the Front Metal Plate 04:06
Lecture 27 Adding the Bow Twist 09:51
Lecture 28 Creating the String 07:20
Lecture 29 Placing the Beads 04:49
Lecture 30 Creating the Bolt 13:55
Lecture 31 Adding the Clip 08:06
Lecture 32 Fitting the Clip 04:38
Lecture 33 Modeling the Trigger 10:46
Quiz 3
Modeling Step 3 - Adding Details
3 questions
Section 6: Modeling the Crossbow: Step 4 - Polishing
Lecture 34 What we want to achieve during Polishing 06:27
Lecture 35 Enhancing the Bow Preview 10:37
Lecture 36 Finishing the Bow Twist 09:38
Lecture 37 Smoothing the Metal Plates 09:08
Lecture 38 Defining the Wood 05:30
Lecture 39 Rounding the Cuts 06:02
Lecture 40 Adding the Metal Pins 04:47
Lecture 41 Finishing the Main Body 12:07
Lecture 42 Polishing the String 03:08
Lecture 43 Smoothing the Trigger 08:46
Lecture 44 Polishing the Metal Clip 11:17
Lecture 45 Bow Smoothing Groups 05:20
Lecture 46 Finishing the Bolt 08:51
Lecture 47 Cleaning the Metal Plates 07:12
Lecture 48 Addressing Construction Errors Preview 06:29
Lecture 49 Cleaning the Middle 03:20
Lecture 50 Finishing the Front 05:17
Lecture 51 Merging the Halves and Wrapping up 11:52
Quiz 4
Modeling Step 4 - Polishing
3 questions
Section 7: Creating the UVs
Lecture 52 Recap: Art is in the Detail 05:28
Lecture 53 Last Minute Adjustments 11:35
Lecture 54 Planning the UV 10:22
Lecture 55 Easy UV Pipeline 02:42
Lecture 56 Assigning Multi-Materials 08:37
Lecture 57 UVing the String 13:04
Lecture 58 UVing the Safety Pin 05:18
Lecture 59 UVing the Trigger 08:40
Lecture 60 UVing the Clip 09:12
Lecture 61 UVing the Beads 04:17
Lecture 62 UVing the Bolt 10:44
Lecture 63 UVing the Bow 12:25
Lecture 64 UVing the Bow Twist 14:13
Lecture 65 UVing the Metal Plates 06:41
Lecture 66 UVing the Spike, Metal Pins and Metal Finish 06:44
Lecture 67 UVing the Wood 14:52
Lecture 68 Finalizing the Main Body UV 15:01
Lecture 69 Merging the Objects 02:50
Lecture 70 Matching the UV Scale for the Metal 07:11
Lecture 71 Matching the UV Scale for the Wood 04:19
Lecture 72 Packing the UV Wood 11:01
Lecture 73 Handling Multiple Texture Sets 04:30
Lecture 74 Packing the UV Metal 08:54
Quiz 5
Creating the UVs
3 questions
Section 8: Texturing: Prepping and Pipeline
Lecture 75 Reviewing the Mesh 07:01
Lecture 76 Testing the Mesh 10:28
Lecture 77 Texturing Pipeline 08:23
Section 9: Texturing: Step 1 - Preparing the Model for Texturing
Lecture 78 Intro to Substance Painter 12:33
Lecture 79 UVs for 3D Painting 06:56
Lecture 80 Mesh for 3D Painting 04:21
Lecture 81 Creating the High Res 07:50
Lecture 82 High Res Metal Details 05:29
Lecture 83 High Res Metal Clip 03:17
Lecture 84 High Res Bolt 04:52
Lecture 85 High Res Bow 04:26
Lecture 86 High Res Main Body 09:29
Quiz 6
Texturing Step 1 - Preparing the Model for Texturing
3 questions
Section 10: Texturing: Step 2 - Generating the Normal Maps
Lecture 87 Projecting the Normal Maps 11:12
Lecture 88 Correcting the Normal Map - Wood Blue Channel 11:15
Lecture 89 Correcting the Normal Map - Wood Green Channel 06:47
Lecture 90 Correcting the Normal Map - Wood Red Channel 05:57
Lecture 91 Double Projecting the Metal Normal Map Preview05:22
Lecture 92 Correcting the Normal Map for the Metal - Speed Up 05:48
Lecture 93 Replacing the Normal Maps 04:05
Quiz 7
Texturing Step 2 - Generating the Normal Maps
3 questions
Section 11: Texturing: Step 3 - Preparing Wood References, Tileables and Alphas
Lecture 94 Reviewing the Textures 05:22
Lecture 95 Choosing the Wood 08:24
Lecture 96 Creating the Wood Material 06:46
Lecture 97 Wood Height Map 05:55
Lecture 98 Adding the Roughness Map 07:45
Lecture 99 Wood Specular Map 06:37
Lecture 100 Large Wood Abrasion Preview09:07
Section 12: Texturing: Step 3 - Preparing Detail References, Tileables and Alphas
Quiz 8
Texturing Step 3 - Preparing References, Tileables and Alphas
3 questions
Section 13: Texturing: Step 4 - Painting Final Touches and Polishes
Quiz 9
Texturing: Step 4 - Painting the Texture
3 questions
Full curriculum
Instructor Biography
Nataska Statham , Veteran game modeler, animator and motion capture expert
I have over ten years' experience as game modeler and animator, both as a professional and as an instructor. My list of published titles include: Battlefield 3, Kane & Lynch 2, Alan Wake, Battlefield: Bad Company 2, ArmA and many others. I currently teach Game Art at the Uppsala University in Sweden, where I have graduated hundreds of students who went on to become professional game developers.
My courses are based on classroom-proven curriculum. I teach you step-by-step how to become a professional Game Artist following industry standard techniques. My areas of expertise include: 3d modeling, rigging and skinning, character modeling and animation, capturing and animating with motion
MP4 | Video: 1280x720 | 70 kbps | 44 KHz | Duration: 20 Hours | 9.52 GB
Genre: eLearning | Language: English
Course Description
Aimed at both beginners and pros, this course takes you step by step through the modeling, UV and texturing process of creating a prop for a AAA game: a crossbow inspired by Witcher 3.
As well as hands-on modeling, you'll also learn how to approach the process as a professional artist: using a reliable pipeline and techniques that you can apply to any project, guaranteeing quality results on time, every time.
We'll also discuss the best use of edge-flow, how to avoid and correct construction errors, and real-time specific considerations. Because we're aiming at high end AAA games, we want to bring the model to the high level of quality that's expected of game productions today, while keeping our polycount efficient - something that many professional game artists struggle with as we transition from props that used to have on average 1000-3000 triangles on the first LOD, to props that now have around 5000 triangles or more - as is the case with Witcher 3.
When texturing, we'll take advantage of Substance Painter, a 3D painting application that's quickly becoming standard in the games industry for hard-surface models, such as this crossbow. We'll easily create blends between various finishes of metal - polished, scratched and hammered - while at the same time adding details to the normal map, ensuring that all maps align and complement each other. And because Substance Painter is geared towards PBR materials, the creation of metallic and roughness maps is both easy and intuitive.
Join me now. If you're a professional artist already, this course will help you polish your skills and stay up to date with the latest game industry' approaches for modeling and texturing. If you're just starting, you're in for a ride - not to mention, an amazing portfolio piece at the end! Who knows, I might just see your prop in the next mod/game I play :)
What are the requirements?
The course is taught in Autodesk 3ds Max 2016. A trial copy can be downloaded from Autodesk.
Textures are created in Substance Painter. A trial copy can be downloaded from Allegorithmic.com.
Some familiary with 3ds Max is a plus.
Some familiarity with a 2D painting package, such as Photoshop, is a plus.
Substance Painter is covered from scratch, no previous experience is necessary.
A painting tablet - such as Wacom Intuos - helps with the texturing process but is not mandatory.
What am I going to get from this course?
Over 153 lectures and 19 hours of content!
Learn from a game industry veteran with experience teaching at the university level.
Step-by-step video tutorials - follow as the instructor models alongside you, no hidden steps or missing shortcuts.
Learn how to model and texture using professional techniques that optimize production and ensure high quality results.
Discover the tricks towards creating game assets for AAA high end games, such as Witcher 3.
Teacher support - I usually answer within 48hrs or less and I'm also available via email and Facebook.
What is the target audience?
Anyone who has an interest in game modeling and texturing.
Beginners looking to expand their knowledge.
Professional artists who want to refresh their skills and learn techniques towards the new AAA standard.
Modders who want to create professional quality game assets.
!Some familiarity with 3ds Max is necessary.
Curriculum
Section 1: Getting Started
Lecture 1 Course Structure 02:10
Lecture 2 What you'll Learn and What you Need to Know 02:41
Lecture 3 I'm already an experienced artist, what do I get out of it? 02:32
Lecture 4 Who this course is not for 02:17
Lecture 5 Grab your Work Files
Text
Section 2: Understanding the Model and the Quality Bar
Lecture 6 Game World and its Implications 09:00
Lecture 7 Reviewing the Crossbow 06:55
Lecture 8 What's so Special about AAA? 10:23
Lecture 9 The Impact of PBR Materials and Next-Gen Consoles 07:24
Section 3: Modeling the Crossbow: Step 1 - Blocking the Silhouette
Lecture 10 Modeling Pipeline 09:36
Lecture 11 Units Setup 01:35
Lecture 12 Adding the Turnaround 04:44
Lecture 13 Adjusting the Proportions 11:28
Lecture 14 Blocking out the Bow 10:00
Lecture 15 Blocking out the Middle 09:44
Lecture 16 Blocking out the Back
Preview
10:57
Lecture 17 Mirroring the Crossbow 08:13
Quiz 1
Modeling Step 1 - Blocking the Silhouette
3 questions
Section 4: Modeling the Crossbow: Step 2 - Refining the Silhouette
Lecture 18 Refining the Bow 11:06
Lecture 19 Refining the Middle 08:06
Lecture 20 Refining the Back 09:52
Lecture 21 Silhouette Problems 03:53
Quiz 2
Modeling Step 2 - Refining the Silhouette
3 questions
Section 5: Modeling the Crossbow: Step 3 - Adding Details
Lecture 22 Creating the Cuts 08:52
Lecture 23 Removing the Middle Faces 04:22
Lecture 24 Modeling the Side Metal Plate 06:45
Lecture 25 Modeling the Top Metal Plates 06:06
Lecture 26 Modeling the Front Metal Plate 04:06
Lecture 27 Adding the Bow Twist 09:51
Lecture 28 Creating the String 07:20
Lecture 29 Placing the Beads 04:49
Lecture 30 Creating the Bolt 13:55
Lecture 31 Adding the Clip 08:06
Lecture 32 Fitting the Clip 04:38
Lecture 33 Modeling the Trigger 10:46
Quiz 3
Modeling Step 3 - Adding Details
3 questions
Section 6: Modeling the Crossbow: Step 4 - Polishing
Lecture 34 What we want to achieve during Polishing 06:27
Lecture 35 Enhancing the Bow Preview 10:37
Lecture 36 Finishing the Bow Twist 09:38
Lecture 37 Smoothing the Metal Plates 09:08
Lecture 38 Defining the Wood 05:30
Lecture 39 Rounding the Cuts 06:02
Lecture 40 Adding the Metal Pins 04:47
Lecture 41 Finishing the Main Body 12:07
Lecture 42 Polishing the String 03:08
Lecture 43 Smoothing the Trigger 08:46
Lecture 44 Polishing the Metal Clip 11:17
Lecture 45 Bow Smoothing Groups 05:20
Lecture 46 Finishing the Bolt 08:51
Lecture 47 Cleaning the Metal Plates 07:12
Lecture 48 Addressing Construction Errors Preview 06:29
Lecture 49 Cleaning the Middle 03:20
Lecture 50 Finishing the Front 05:17
Lecture 51 Merging the Halves and Wrapping up 11:52
Quiz 4
Modeling Step 4 - Polishing
3 questions
Section 7: Creating the UVs
Lecture 52 Recap: Art is in the Detail 05:28
Lecture 53 Last Minute Adjustments 11:35
Lecture 54 Planning the UV 10:22
Lecture 55 Easy UV Pipeline 02:42
Lecture 56 Assigning Multi-Materials 08:37
Lecture 57 UVing the String 13:04
Lecture 58 UVing the Safety Pin 05:18
Lecture 59 UVing the Trigger 08:40
Lecture 60 UVing the Clip 09:12
Lecture 61 UVing the Beads 04:17
Lecture 62 UVing the Bolt 10:44
Lecture 63 UVing the Bow 12:25
Lecture 64 UVing the Bow Twist 14:13
Lecture 65 UVing the Metal Plates 06:41
Lecture 66 UVing the Spike, Metal Pins and Metal Finish 06:44
Lecture 67 UVing the Wood 14:52
Lecture 68 Finalizing the Main Body UV 15:01
Lecture 69 Merging the Objects 02:50
Lecture 70 Matching the UV Scale for the Metal 07:11
Lecture 71 Matching the UV Scale for the Wood 04:19
Lecture 72 Packing the UV Wood 11:01
Lecture 73 Handling Multiple Texture Sets 04:30
Lecture 74 Packing the UV Metal 08:54
Quiz 5
Creating the UVs
3 questions
Section 8: Texturing: Prepping and Pipeline
Lecture 75 Reviewing the Mesh 07:01
Lecture 76 Testing the Mesh 10:28
Lecture 77 Texturing Pipeline 08:23
Section 9: Texturing: Step 1 - Preparing the Model for Texturing
Lecture 78 Intro to Substance Painter 12:33
Lecture 79 UVs for 3D Painting 06:56
Lecture 80 Mesh for 3D Painting 04:21
Lecture 81 Creating the High Res 07:50
Lecture 82 High Res Metal Details 05:29
Lecture 83 High Res Metal Clip 03:17
Lecture 84 High Res Bolt 04:52
Lecture 85 High Res Bow 04:26
Lecture 86 High Res Main Body 09:29
Quiz 6
Texturing Step 1 - Preparing the Model for Texturing
3 questions
Section 10: Texturing: Step 2 - Generating the Normal Maps
Lecture 87 Projecting the Normal Maps 11:12
Lecture 88 Correcting the Normal Map - Wood Blue Channel 11:15
Lecture 89 Correcting the Normal Map - Wood Green Channel 06:47
Lecture 90 Correcting the Normal Map - Wood Red Channel 05:57
Lecture 91 Double Projecting the Metal Normal Map Preview05:22
Lecture 92 Correcting the Normal Map for the Metal - Speed Up 05:48
Lecture 93 Replacing the Normal Maps 04:05
Quiz 7
Texturing Step 2 - Generating the Normal Maps
3 questions
Section 11: Texturing: Step 3 - Preparing Wood References, Tileables and Alphas
Lecture 94 Reviewing the Textures 05:22
Lecture 95 Choosing the Wood 08:24
Lecture 96 Creating the Wood Material 06:46
Lecture 97 Wood Height Map 05:55
Lecture 98 Adding the Roughness Map 07:45
Lecture 99 Wood Specular Map 06:37
Lecture 100 Large Wood Abrasion Preview09:07
Section 12: Texturing: Step 3 - Preparing Detail References, Tileables and Alphas
Quiz 8
Texturing Step 3 - Preparing References, Tileables and Alphas
3 questions
Section 13: Texturing: Step 4 - Painting Final Touches and Polishes
Quiz 9
Texturing: Step 4 - Painting the Texture
3 questions
Full curriculum
Instructor Biography
Nataska Statham , Veteran game modeler, animator and motion capture expert
I have over ten years' experience as game modeler and animator, both as a professional and as an instructor. My list of published titles include: Battlefield 3, Kane & Lynch 2, Alan Wake, Battlefield: Bad Company 2, ArmA and many others. I currently teach Game Art at the Uppsala University in Sweden, where I have graduated hundreds of students who went on to become professional game developers.
My courses are based on classroom-proven curriculum. I teach you step-by-step how to become a professional Game Artist following industry standard techniques. My areas of expertise include: 3d modeling, rigging and skinning, character modeling and animation, capturing and animating with motion