The idea of baking shows up in several places in the game pipeline.…Here in Maya, baking comes in when we need occlusion, normal, and maybe other…maps, baked out is part of the texture.…In a game engine we're going to bake things like the lighting into an additional…image that overlaid on the mesh.…I'll release my material override by right-clicking on the master layer and…choosing Overrides > Remove Material Override.…I'm back to my unwrap model and we can see in here that I've got all of my UVs…stacked in and the doors in the separate space.…
I'm going to show my high-res garage door here by choosing Show > Show…Geometry > Polygon Surfaces.…I've set up some high-res meshes to bake normals and occlusion, planning that…I've got a high-res door, a high-res door and window, window assembly, and…window over here as well on the side.…As you can see, what I've also done in this is to split some of the larger…polygons and stack their UVs.…I've reduced down some of the geometry.…So instead of a full-length high- res window, it's a half window.…
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
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: Overview of the Transfer Map dialog and baking