Paths

Game Environment Modeling

Authors: Dan John Cox, Alex Jerjomin

Building a game is a multi-faceted project that includes multiple disciplines. A vastly important part of creating your game is the environment and the art used to create it. This... Read more

Beginner

At the completion of this section, you will be comfortable creating assets for game props that you can import into a game engine to create your scene. These assets will be modeled, textured, and ready to implement.

Game Prop Modeling Fundamentals

by Dan John Cox

Dec 20, 2016 / 4h 21m

4h 21m

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Description

Props are the various object players will inevitably interact with in games, from small cans and papers, to show stopping "hero props" like dynamic machines and traps or devices. These things add life and energy to game worlds and help provide context. In this course, Game Prop Modeling Fundamentals, you will first learn how to model a detailed high polygon prop inside 3ds Max and Zbrush. Next, you'll try your hand at designing unknown elements of a prop without guidance. Finally, you'll learn to work within the expected game constraints to save time and increase quality. When you're finished with this course, you'll understand what goes into creating a high poly game prop and be able to do it yourself. Software require: 3ds Max 2017, ZBrush.

Table of contents
  1. Course Overview0m
  2. Blocking In42m
  3. Designing the Unknown53m
  4. Preparing for Zbrush48m
  5. Sculpting Fundamentals1h 1m
  6. Sculpting Details53m

Game Prop Texturing Fundamentals

by Dan John Cox

Feb 28, 2017 / 4h 0m

4h 0m

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Description

Creating the best prop model for video game development can be a complex task to fully understand. There are polycounts, unwraps, baking, textures, and many other things which all need to be set up correctly, otherwise your final in-game prop will look flawed. This course, Game Prop Texturing Fundamentals, will help you solve and understand those various difficult concepts. You will learn how to create a simple and effective low poly model and what kind of polycount or triangle count you should have. You'll also learn how to unwrap and bake details from your high poly model perfectly in Substance Painter. Finally, you'll create textures inside Substance Painter using many procedural methods to create a game prop that you can import into Unity 5. By the end of this course, you'll be able to create detailed props that are ready for game development environments. Software required: zbrush 4r7, Substance Painter 2, 3Ds Max 2017, Unity 5.

Table of contents
  1. Course Overview1m
  2. Building the Low Poly Model58m
  3. Unwrapping the Model41m
  4. Introduction to Substance Painter and Baking51m
  5. Texturing Inside Substance Painter1h 8m
  6. Putting the Asset into Unity19m

Intermediate

At the completion of this section, you will be comfortable creating assets for game environments, creating textures for larger game environments, and have an intermediate grasp on preparing game environments for production.

Game Environment Modeling Fundamentals

by Alex Jerjomin

Nov 11, 2016 / 4h 53m

4h 53m

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Description

Environment modeling is an essential part of game level creation. In this course, Game Environment Modeling Fundamentals, you'll start with creating a black out of a dungeon scene. Next, you'll split the scene in to individual assets, and will sculpt high resolution props in ZBrush. Finally, you'll take it in to Marmoset Toolbag and create a final render of the scene. By the end this course, you'll know how to layout and model your own game environment. Required Software: 3ds Max, ZBrush, Photoshop, Marmoset Toolbag.

Table of contents
  1. Course Overview1m
  2. Creating a White Box 40m
  3. Creating Base Meshes1h 16m
  4. Sculpting Props in ZBrush2h 7m
  5. Rendering in Marmoset48m

Game Environment Texturing Fundamentals

by Alex Jerjomin

Jan 12, 2017 / 2h 57m

2h 57m

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Description

Creating textures for games can sometimes be a very involved and confusing process. In this course, Game Environment Texturing Fundamentals you will be texturing a game environment that consists of different materials. First, you will create low polygon meshes to be used as the base of your work. Next, you will UV and bake maps on to those meshes to lay the ground work for texturing. Finally, you will create your own stylized textures in Photoshop. When you're finished with this texturing course, you'll not only be able to texture the game environment at hand, but also have sufficient skills to texture different materials and environments in the future. Software required: 3DS Max, zBrush, Photoshop, xNormal Optional: Topogun.

Table of contents
  1. Course Overview0m
  2. Retopology Fundamentals27m
  3. UV Creation Fundamentals26m
  4. Detail Baking Fundamentals17m
  5. Rock Texturing Fundamentals55m
  6. Metal Texturing Fundamentals21m
  7. Cloth Texturing Fundamentals28m

Designing a Modular Structure for Games in 3ds Max

by Dan John Cox

Oct 28, 2015 / 1h 56m

1h 56m

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Description

In this 3ds Max tutorial, we'll learn how to design modular structures for video games. Without modularity, many games would require many more resources to be made. We'll cover how to anticipate the needs of your modular structure and how to quickly detail out our design in 3D. By the end of this 3ds Max training, you'll be more knowledgeable in the principles of modularity and will understand how to design your own modular structure for games. Software required: Photoshop CC, 3ds Max 2014.

Table of contents
  1. Introduction and Project Overview0m
  2. Designing a Modular Structure for Games in 3ds Max1h 55m

Advanced

At the completion of this section, you will be comfortable creating modular game assets that you can import into a game engine to create your scene. These assets will be modeled, textured, and ready to implement into your game production pipeline.

Hard Surface Modeling a Modular Structure for Games in 3ds Max

by Dan John Cox

Dec 18, 2015 / 1h 52m

1h 52m

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Description

In this course, we'll look at methods for modular modeling inside 3ds Max. When it comes to creating believable game art, detail and structure are important. With that in mind, we'll cover a detailed process to ensure our model has a final look that'll transition well. We'll also make sure our models will work later in the process, such as baking and detailing in ZBrush. By the end of this 3ds Max tutorial, you'll understand the subdivision modeling practices needed to finish out your own modular structure for games. Software required: 3ds Max 2014.

Table of contents
  1. Introduction and Project Overview0m
  2. Hard Surface Modeling a Modular Structure for Games in 3ds Max1h 51m

Sculpting Modular Structures in ZBrush

by Dan John Cox

Aug 2, 2016 / 2h 18m

2h 18m

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Description

Modular structures can be tricky to create, but they don't have to be. In this course, Sculpting Modular Structures in ZBrush, you'll get a good understanding on how to sculpt while still thinking modularly. First, you'll learn how to use array meshes inside of ZBrush for modularity. Then, you'll learn how to sculpt believable stone and learn how to differentiate metal sculpting from stone. Finally, you'll learn how to think about the modularity of the structure when it comes to detail. Upon completion of this course, you'll know how to successfully sculpt a detailed modular structure. Required Software: ZBrush 4r7, 3D Studio Max.

Table of contents
  1. Course Overview1m
  2. Preparing the Modular Parts33m
  3. Sculpting Stone44m
  4. Sculpting Metal35m
  5. Finishing the Sculpt23m

Creating Game-ready Modular Structures in 3ds Max

by Dan John Cox

Oct 6, 2016 / 2h 58m

2h 58m

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Description

Breaking down a modular structure into a game ready asset can be tricky if you want to maintain the ability to reuse the mesh frequently. Reusing a mesh is often not discussed in detail, but it is very technically challenging the first time. In this course, Creating Game-ready Modular Structures in 3ds Max, you'll look at how to get the best reuse from your model and make as many different shapes as possible to fit in the game. First, you'll learn how to look at the tools for optimizing a low-poly model. Next, you'll learn how to create a mesh that is easily repurposed. Then, you'll learn how to quickly and easily unwrap a complex asset. Finally, you'll learn how to turn your original structure into a new and unique design. By the end of this course, you'll know how to get a great modular structure into your next game. Software required: ZBrush, Unreal Engine 4, 3ds Max, xNormal.

Table of contents
  1. Course Overview1m
  2. Creating the Low Poly Model1h 4m
  3. Unwrapping23m
  4. Baking34m
  5. Repurposing54m

Realistic Texturing of Modular Structures in Substance Painter 2

by Dan John Cox

Oct 19, 2016 / 2h 42m

2h 42m

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Description

In this course you'll texture modular structures to finish up your game assets. You'll look at texturing all the parts procedurally with Substance Painter 2, which will allow you to best reuse the parts you've modeled. In this course, Realistic Texturing of Modular Structures in Substance Painter 2, you'll explore how to use the procedural tools inside Substance Painter 2 to accomplish texturing a modular structure quickly and beautifully giving you more time to focus on pure quality. First, you'll learn getting a practical understanding of the Substance Painter 2 interface. Next, you'll discover how to create stone and metal procedural textures from scratch. Finally, you'll learn how to import your own textures into Unreal with standard and custom export settings. By the end of this course, you'll gain a detailed understanding of Substance Painter 2 while learning how to make your own compelling textures from modular structures. Software required: Substance Painter 2, Unreal Engine 4.

Table of contents
  1. Course Overview1m
  2. Setting up in Substance Painter 238m
  3. Texturing Stone41m
  4. Texturing Metal48m
  5. Refining Detail19m
  6. Exporting and Setting up in Unreal Engine13m

What you will learn

  • How to create game props and game environments from concept art
  • Common modeling tools, workflows, and techniques
  • How to texture game assets to import into the game engine of your choice

Pre-requisites

To get the most from this path, it is recommended that you have an understanding of art, drawing skills, 3d modeling, texturing and software interfaces for ZBrush, 3ds Max, Maya, and Substance Painter.

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