One of the biggest things when you're making a texture especially for a place…that's been around a while and maybe worn down or dirty is to think of the dirt in layers.…At some point this gas station was probably clean and functional. Over the…years and weather, it's gotten weathered, dirty, decayed, splintered, mossy, and so forth.…So the important part is to start out as if it was clean and then start to…build up those layers.…We've got the occlusion to help with that and I've already shown some painting,…adding in tiling dirt across the top and bottom of these large panels.…
I can see a goof, I need to fix, where I just need more white and more dirt right up here.…That or I need to trim back when the occlusion pieces as it's masking over some of this tile.…The other thing I need to do is to well, paint in some of the dirt.…What I'll show is how to take the occlusion and flip it so instead of dark on…the windows, it actually goes light as if there was dust that it build up there overtime.…
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: Painting layers of dirt and wear