Once we've got our major polygon lines drawn and or textures mapped out, or at…least the start of a plan,…we want to go in and look for key shadow details in our model.…We have a great example right here in this abandoned gas station where the…roof overhangs the wall, and we can see it's casting a strong shadow down on the…bordered-up facade.…We can also see up here on the sign, if we were to show this blank sign, that we…have a key shadow detail on the sign box where the actual gas station sign is missing.…In our model then, we want to look for, beyond the major polygons, any key shadow…details that really clue us into the nature or design of the building.…
In this example, the roof is much shorter.…It doesn't overhang the building nearly as much. But again, this is a key shadow detail.…We also have key shadow details right here around the window, and I'll zoom in to…show it a little better.…Even in the overcast light where we don't have strong shadows, we can see we have…got some pretty good shading here in this pediment.…
Author
Released
8/8/2012- Analyzing concept art for contours, texture, and shadow detail
- Blocking out the basic form of a building
- Modeling modular elements
- Planning for occlusion and texture stacking
- Creating the low-poly-count elements
- Planning a texture sheet
- Stacking UVs
- Transferring maps
- Baking occlusion and normal maps
- Drawing detail at the right size
- Painting layers of dirt and wear
- Adding lights and refining materials
Skill Level Intermediate
Duration
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Related Courses
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Game Character Creation in Maya
with Chris Reilly2h 58m Intermediate
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Introduction
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Welcome39s
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Using the exercise files1m 37s
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Setting up the workflow5m 45s
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1. Anatomy of a Low-Poly Model
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2. Modular Planning and Blocking
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What is a module?3m 15s
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Designing modular elements6m 29s
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3. Modeling Building Elements in High Detail
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Adding foundation elements8m 28s
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Improving building details5m 35s
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Building an island and a canopy12m 53s
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Constructing high-detail doors11m 39s
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4. Low-Poly-Count Elements
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Adding door elements7m 43s
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Building a roof4m 11s
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Modeling light-tight walls5m 14s
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5. Unwrapping the Elements
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Mapping UV projection types7m 33s
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Moving and sewing UVs7m 34s
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Planning a texture sheet10m 49s
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Stacking UVs9m 42s
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6. Transferring Maps
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7. Planning and Constructing Texture Sheets
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Drawing detail at the right size13m 22s
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8. Importing into the Game Editor and Testing
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Refining materials14m 22s
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Conclusion
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Next steps17s
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Video: Analyzing concept art for key shadow details