Here is the final gas station model with all the fixes and patches in place. I've tuned up any textures and applied the materials making sure they look right in the scene. I've got some lights in to be able to test it and I'm ready to run around the environment. I'll go to the Game mode, turn on Maximize on Play and hit Play. I'll back away and spin around to take a look. There is all the detail I've put it in and those are just flat door polygons with occlusion and normals. I'll run under the canopy and look in the windows, I can see just barely into the office.
The back is dingy and dirty as I'd intended. With a seam in the back, I can either acknowledge and say it's part of the building or cover up later with a prop. I can look in the garage and I can see the dirt on the windows as I look through. It looks great and it's ready to run around in as part of the game. We can add props in and flesh out the environment, finishing out the ground and adding in the rest of the town. Then we can get in and play.
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: Viewing the final project