In this video I'll analyze concept art for possibilities in texture.…What I've done is taken my gas station reference imagery and drawn out in blue…on a new layer some of the major mesh lines: the doors, the overhang, the…windows, and so forth.…And I've done this on another image of it as well.…So we can see on at least the three visible sides I have in these images, where…those major mesh lines are.…What I've also started to do--and I'll zoom in on the windows here to show it…better--is to mark out places where I might have one texture that's repeated…over several polygons.…
One of the things we're seeing in games is that although poly count still matters…how you use your texture space matters even more.…Ideally, I should be able to pull off this building in one texture atlas or…texture sheet, where it's not a complete unwrap of the building, but rather…different parts on the texture sheet that are mapped onto different polygons and…reused by stacking UVs.…What I'll do then on this building is, in a different color, shade in areas where…
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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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 texture possibilities