Once you've got the basic plan in place, you can start to block out…components of your design.…What I'll do usually is estimate distances based on my concept art.…As an example, doors are a terrific way to measure and estimate distances.…I'll zoom in on the door on the cashier's area.…Doors typically, in most North American buildings at least, or one of two heights…unless they obviously look different or custom made.…Doors are 6'8" tall or 8 feet, and these are standards throughout the country.…
The way I can tell if a door is six foot eight or eight feet is where the handle is.…We can see that the handle and the small handle right here are just about midway…across the door, maybe a little bit below half of the knob.…What that means, being that the handle was about three feet off the floor, is this…door is six foot eight tall.…If the handle looks like it's at the lower third of the door, the door is eight feet tall.…So this door is six foot eight tall and about three feet wide.…If we call this six foot eight, or almost seven, reasonably, we're looking at…
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: Blocking out the basic form of a building