YoVDO

Game Art: Model & UV Map a Low Poly Character

Offered By: LinkedIn Learning

Tags

Autodesk 3ds Max Courses Game Development Courses 3d Modeling Courses UV Mapping Courses Texture Mapping Courses Character Modeling Courses

Course Description

Overview

Learn how to model low-polygon assets for games. This step-by-step course shows how using 3ds Max.

Syllabus

Introduction
  • Welcome
  • What you should know before watching this course
  • Using the exercise files
  • Setting up the Max project
  • A quick word about gamma and scale
  • Setting up the scene
1. Modeling and Unwrapping the Drive Wheel Assembly
  • Creating the hub
  • Shaping the hub
  • Unwrapping the hub
  • Creating the drive shaft, part 1
  • Creating the drive shaft, part 2
  • Using symmetry modifiers to keep the shape
  • UV mapping the drive shaft
  • Building the drive cylinder
  • Using guide objects
  • Detailing the drive wheel
  • Finishing off the drive wheel
  • Setting up UV maps for the wheels
2. Building and UV Mapping the Wheels and Tread
  • Creating the main wheel support
  • Refining the wheel support model
  • Creating the wheels
  • Modeling the wheels detail
  • Prepping the model for UV unwrapping
  • Unwrapping the wheels and support
  • Creating the single wheel
  • Uwrapping the single wheel
  • Creating the main support
  • Unwrapping the main support
  • Modeling the tread assembly frame
  • Creating the rest of the frame
  • UV mapping the frame mesh
  • Using splines to create the tracks
  • Unwrapping the tracks
3. Creating and Mapping the Head
  • Modeling the head shape
  • Creating the eye sockets
  • Detailing the shape
  • Unwrapping the head
4. Modeling and UV Mapping the Piston Assembly
  • Creating the piston support
  • UV mapping the support
  • Creating the support arm
  • Detailing the end of the arm
  • Unwrapping the support arm
  • Building the piston
  • Mapping the piston
  • Creating the piston connector
  • Unwrapping the connector
5. Final Modeling, FBX Export, and Normal Map Baking
  • Creating the scoop base shape
  • Refining the scoop
  • Unwrapping the scoop
  • Attaching the mesh back together
  • Exporting the model
  • Baking out the normal map
  • Fixing the normal map issue
Conclusion
  • Next steps

Taught by

Joel Bradley

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