Release date:2020

Author:Emiel Sleegers

Skill level:Beginner

Language:English

Exercise files:Not Provided

In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time.

High Poly Part 1 of 7. In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In this first part he covers reference gathering and how he will approach creating the asset in the series, before he demonstrates the creation of the high poly model using 3DsMax.

Low Poly Part 2 of 7. In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In the second part of this series, he demonstrates how to turn the high poly asset into a low poly, game ready asset. He makes use of a non-destructive workflow to do this quickly and efficiently, while showing some handy tips and tricks throughout the process.

UV Unwrap Part 3 of 7. In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In the third part of this series, he shares how to UV unwrap the asset. He goes over multiple techniques, some handy scripts that can be used and the overall quickest and most efficient way to unwrap a 3D asset.

Baking Texture Maps Part 4 of 7. In this seven-part course, Emiel Sleegers covers in real-time, the creation of an environment asset, in this case, a fire hydrant, for use in AAA games. In the fourth part of this series, Emiel covers how to bake texture maps from a high poly model onto a low poly model. He demonstrates this using Marmoset Toolbag. He covers multiple techniques to get a quick, clean bake and explains what you can do to fix any issues that might come up during the process.

Texturing Part 5 of 7. In this seven-part course, Emiel Sleegers covers in real-time, the creation of an environment asset, in this case, a fire hydrant, for use in AAA games. In the fifth part of this series, Emiel covers how to create the final texture work for the fire hydrant asset using Substance Painter. He sets up the base scene and demonstrates adding normal map details like bolts and welding seams.

Base Paint and Details Part 6 of 7. In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In the sixth part of this series, Emiel covers how to create the final details for the Fire Hyrdrant Asset using Substance Painter, where he sets up the base metal of the hydrant, and adds wear and tear details, such as paint chips, scratches and damage.

Final Render Part 7 of 7. In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In the final part of this series, Emiel covers some final touch ups in Substance Painter, and then exports the asset into Marmoset Toolbag where he demonstrates how to set up and execute the final render, making the asset ready for presentation in a portfolio.

Part 1 – High Poly 01 – Introduction 02 – Going Over Our Reference 03 – High Poly Part 1 04 – High Poly Part 2 05 – High Poly Part 3 06 – High Poly Part 4 07 – High Poly Part 5 08 – High Poly Part 6 09 – High Poly Part 7 10 – High Poly Part 8 11 – High Poly Part 9 12 – High Poly Part 10 13 – Conclusion

Part 2 – Low Poly 01 – Introduction 02 – Creation Of The Low Poly Model Part 1 03 – Creation Of The Low Poly Model Part 2 04 – Conclusion

Part 3 – UV Unwrap 01 – Introduction 02 – Uv Unwrapping The Model Part 1 03 – Uv Unwrapping The Model Part 2 04 – Uv Unwrapping The Model Part 3-4 05 – Conclusion

Part 4 – Baking Texture Maps 01 – Introduction 02 – Baking Our Model Part 1 03 – Baking Our Model Part 2 04 – Baking Our Model Part 3 05 – Baking Our Model Part 4 06 – Conclusion

Part 5 – Texturing 01 – Introduction 02 – Settign Up The Scene In Substance Painter 03 – Creating Normal Details 04 – Creating Normal Details Part 2 05 – Conclusion

Part 6 – Base Paint and Details 01 – Introduction 02 – Base Paint Part 1 03 – Base Paint Part 2 04 – Base Paint Part 3 05 – Detail – Dirt And Damage 06 – Detail – Dirt And Damage Part 2 07 – Conclusion

Part 7 – Final Render 01 – Introduction 02 – Final Polish 03 – Rendering 04 – Conclusion

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