Now that I've got some of my modules modeled, I've put them in place, and what…I'm into is some iteration and tear-down here.…What this means is that a lot of times, what we'll see is a module is…constructed, placed, checked, improved, deleted, and replaced in the end.…As an example, I'm going to hide the canopy, and we can see that I've used my…garage door module to put in place here for the cashier's area, and I've also…mirrored it over here onto this side.…
Now I'm going to need some different walls here, because I've got a small door on…the side, probably for the bathroom, and more walls showing than my module has.…I also need to make a miter here at the bottom, but this gives me a pretty good…idea of how it's going to look and let me see if I'm getting the form right.…I've added in the side and done this by extruding in a plane and then moving…these faces in precisely. Ideally, what I can do is take this and clone it…around to the back.…As long as it's a pretty good match and I've a section of blank wall I can…
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: The iterative process: Assembly and teardown