Join Adam Crespi for an in-depth discussion in this video Modeling light-tight walls, part of Creating Game Environments in Maya and Photoshop.
With my gas station's exterior coming together nicely, I'm going to look at…some interior walls.…The reason for that--and I'll pick this window and hide it to show--is that I've…modeled this single-sided, and it'll come into Unity this way.…So if I put transparency on the window, which I would like to, smudged, dirty,…and maybe broken but still transparent,…I don't want to see through the back of the walls and see that there's nothing there.…That's important one.…So what I'll do then is to really quickly model out light-tight interior walls.…
I'll work this over a couple of walls at a time so I can see what I'm doing clearly.…I'll start with his big wall and make sure I pick the piece underneath it.…I'll choose Display > Hide > Hide Unselected.…I'm going to keep my interior walls as clean as possible, assuming that they…will be in the dark. We may actually get in and explore the building at some…point, but at least I need to block the light.…I'll go into my front view and press 4 for a wireframe.…
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
Views
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Game Character Creation in Maya
with Chris Reilly2h 58m Intermediate -
Maya: Game Prop Creation
with Adam Crespi9h 33m 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: Modeling light-tight walls