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Explore the world of modeling and texturing 3D game props and assets in Autodesk Maya. Author Adam Crespi provides strong technical modeling techniques, from blocking basic forms and leveraging simple parts and reusable textures, to simulating real-world detail like dirt, wear, and grain with UV maps and ambient occlusion. The course includes workflow and integration considerations such as planning UV space for projection, and also steps into Mudbox and Unity for further refinement.
If you are a Premium member of the lynda.com online training library, or if you're watching this tutorial on a DVD-ROM, you have access to the exercise files that are used throughout this title. In this course, there are four folders that have the exercise files. Game Props is a Maya project, and in there are the default Maya folders. We've got scenes for the scenes, sourceimages for the textures, and renderData for things like baked ambient occlusion. Game Props Unity is a Unity project, and in there are the default Unity folders of Assets, Library, and ProjectSettings.
Inside we'll see folders for textures and scenes, so we can be a little more organized. In Reference Images, I've landed reference images from Thinkstock. I've also included a Finished Layouts folder, where I've drawn on the reference images to show different mesh lines. Finally, there's a Working Textures folder, and in here are working PSDs of raw images. What these are are textures, not necessarily attached to a particular material or a set of UVs, but rather a large raw image such as wood or steel that's ready for use in an actual texture.
If you're working in Maya 2010 or later, you can open up the files by choosing Ignore Version in the File > Open dialog. If you're working in Unity, make sure you download the latest Unity build from unity3d.com. If you're a Monthly member or Annual member of lynda.com, you don't have access to the exercise files, but you can follow along from scratch with your own assets. Let's get started and get modeling our game props.
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