Join Joel Bradley for an in-depth discussion in this video Creating the drive shaft, part 2, part of Game Art: Model & UV Map a Low Poly Character.
- Continuing on from Part One,…we are ready now to add the connects and cuts…that will allow us to match our mesh here…to the guide cylinder that we have been using.…Let's jump out of Polygon Sub-Object mode then,…and holding down the Control key, select our guide cylinder.…And again, quickly exit and then re-enter Isolate mode,…as we don't need to see the high poly mesh…in the view for the time being, and keeping there would,…well, only make it a little bit harder for us…to tell exactly what we are doing.…Coming into Edge Sub-Object mode then,…we are going to click on our vertical edge…on our first bevel command here,…and then press Alt + R to select the ring.…
Coming into the Loops panel,…let's Shift + click on the connect tool,…and you can really see what it is that we are wanting to do…as we look in the left view port here,…which is to line up with the edge intersection…on our guide cylinder that we see occurring.…Let's slide this into place then, whilst keeping an eye…on both our left and perspective views,…
- 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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