- [Instructor] As all good models have to start somewhere,…we're going to take a minute or two in this exercise…to make a start at creating our piston arm,…looking first of all at the support…that attaches to our robot's head.…Selecting our high poly reference mesh in the viewport then,…let's click to enter Isolate mode,…and make sure that we have a left view in which to work.…We can even use the Zoom Extents all command…if we need to frame upon the mesh…in all of the viewports.…Over in the Create tab on the Command panel,…let's select the Cylinder primitive…and begin the creation process…by left clicking and dragging in the left viewport.…
So it's to set a radius.…Then, after releasing the mouse button,…drag to set a height, click to lock that into place,…and then right click to end the creation process.…We can then press the M key so that we can…assign our modeling material to the mesh,…and then start to make some adjustments to it.…Let's come over to the Modify tab…and give ourselves a starting point…from which to match our high poly mesh.…
- Gamma and scale
- Setting up a scene
- Creation and shaping
- Using symmetry modifiers
- UV mapping
- Using guide objects
- Detailing and finishing
- Refining a model
- Prepping a model
- Exporting a model
- Fixing issues
- Normal map baking
Skill Level Beginner
Creating a Stylized Wooden Crate Game Assetwith Joel Bradley2h 17m Intermediate
Creating a Environment Kit Design for Gameswith Christian Bradley2h 38m Intermediate
1. Modeling and Unwrapping the Drive Wheel Assembly
2. Building and UV Mapping the Wheels and Tread
3. Creating and Mapping the Head
4. Modeling and UV Mapping the Piston Assembly
5. Final Modeling, FBX Export, and Normal Map Baking
Next steps1m 41s
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