In a workflow making assets for games, a lot of times we'll see high-poly models…generating things for a low-poly model to be used in the final game.…An example of that are rendered shadows.…A lot of times what we'll do is draw shadows, and sometimes we'll render them as well.…Some of what we need to do in our planning of our building is to mark key areas…that might be rendered, where we need to dedicate some time to making a high-poly…model to render or bake things like shadows or occlusion.…
As an example, this garage door might merit a high-poly model.…There is a lot of inter-shadowing we can see here on the panels that are…recessed and the trim around the windows that we probably could do a decent…paint on, but we might get a better result if we render it.…Additionally--and I'll turn off layer 1 again to show this--we can see that…there is inter-shadowing of the wall on the door and the wall on the door and…the door trim. Again, this might be easier to render.…We can paint shadows on things like this flaking paint, because we're going to…
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: Identifying shadow details as generated or painted