Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 1)


  • Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 1), Singapore elarning online course
  • Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 1), Singapore elarning online course
  • Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 1), Singapore elarning online course
  • Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 1), Singapore elarning online course
  • Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 1), Singapore elarning online course
  • Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 1), Singapore elarning online course

Course Description

This course is intended to expand beyond the knowledge of a beginner and showcase techniques and tools that today’s top artists use when creating industry standard 3d assets, whether for games or film. From concept to completed high poly model, this course will show you how to approach the sub-d process in Maya 2011. From custom hotkeys to kitbashing – all the way through completion, it showcases the techniques and workflow for creating a highly detailed sci-fi console. With lots of great tips and practical hands on techniques, this course serves as a great workflow tutorial for high quality game assets.

Learn tips and tricks of creating dynamic animation and games design.

- Know about the different branches in animation
- Learn about what goes into making a successful animation
- Understand better about the designing process with this course
- Be able to create your own monsters and creatures at the end of this course


Course Objectives

1. Know the techniques for creating 3d assets
2. Understand how to use sub-d process in Maya 2011
3. Be able to perform High Poly Modelling
4. Know the baking process in 3ds Max
5. Learn how to texture a Bradley fighting vehicle
6. Know tips and tricks for baking Normal and Ambient Occlusion maps in 3ds Max
7. Know how to get how to get perfect bakes from a high res mesh down to a game-ready low res mesh


Related Courses

  • Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 2)

    Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 2)

    SGD $189.00

    Course Description

    In this course, it focuses on sculpting and using dDo, as instructor Galen Davis takes us through the complete pipeline of creating a Fantasy Shield. This course takes a complete look at modelling and unwrapping a hard-surface prop, starting with creating a high poly of this bomb-case asset. Moving forward, Emiel Sleegers will be going over on how to create a tileable texture using both ZBrush and Substance Designer. To start he will be sculpting some tiles in ZBrush and then use that sculpt to export various height, normal, and lightmaps. From there, he will begin his journey into Substance Designer where he will be showing you how to create the final diffuse, normal, height spec, and gloss maps. To wrap things up, he will be taking everything into Marmoset to get a quick preview of how everything will look in its final state.  Learn tips and tricks of creating dynamic animation and games design. - Know about the different branches in animation - Learn about what goes into making a successful animation - Understand better about the designing process with this course - Be able to create your own monsters and creatures at the end of this course

    Read more...

  • Mastering Digital Design  - Learn Modular World Building for Games

    Mastering Digital Design - Learn Modular World Building for Games

    SGD $189.00

    Course Description

    Modular world building is among the most common techniques for today’s game level artists. In this course, instructor Alan Thorn takes you through the basics of Blender and Gimp while teaching asset creation pipeline, and follows up by teaching you how to import those assets into Unity while setting up a playable game environment. Moving on, Emiel Sleegers will be covering the full workflow of how to build a modular warehouse environment piece using both Maya and CryEngine. Hewill be teaching topics ranging from the initial planning phase and breakdown of a concept to determine the modular pieces needed, to the creation of set models and tileable textures, as well as the final stages of getting your models and textures into CryEngine, building the environment set, and creating lights for your final render.  Learn tips and tricks of creating dynamic animation and games design. - Know about the different branches in animation - Learn about what goes into making a successful animation - Understand better about the designing process with this course - Be able to create your own monsters and creatures at the end of this course

    Read more...

  • Mastering Digital Design - Learn to Animate Creatures and Characters for Games and Film (Part 2)

    Mastering Digital Design - Learn to Animate Creatures and Characters for Games and Film (Part 2)

    SGD $189.00

    Course Description

    In the second part of Learn to Animate Creatures and Characters for Games and Film, instructor Justin Harrison walks through the process of creating various animations commonly found within a game environment. Instructor Prantik Madhukalya gives us a comprehensive look at his process for animating a non-humanoid creature. After exploring the fundamental needs of basic character locomotion and interaction, we’ll prepare and export our animations to Unreal 4. Upon finishing this two volume series you’ll have a better understanding of the Maya to UE4 animation process, Blueprints, Events and Matinee, pHAT and setting up keyframe to ragdoll execution. We will highlight common pitfalls to avoid that can break your blendshapes, and tips for making your blendshape workflow more efficient and easy to edit.  Learn tips and tricks of creating dynamic animation and games design. - Know about the different branches in animation - Learn about what goes into making a successful animation - Understand better about the designing process with this course - Be able to create your own monsters and creatures at the end of this course

    Read more...


Content

Intro to HP Modeling in Maya

Preview Available

+
Resource Files

Chapter 1 - Introduction

Chapter 2 - Blocking in the Base Plate

Chapter 3 - Creating the Stand

Chapter 4 - Detail Extrusions and Plates

Chapter 5 - Side Details and Vents

Chapter 6 - Creating the Console Screen

Chapter 7 - Building the Console Keyboard

Chapter 8 - Middle Portion of the Stand

Chapter 9 - Cables, Small Details and Wrapup

Hi Poly Modeling 3ds Max

+
Resource Files

Chapter 1 - Introduction

Chapter 2 - Setting up Hotkeys and Modifiers

Chapter 3 - Learning the Basics

Chapter 4 - Dissecting the Stoplight Prop

Chapter 5 - Adding Edge Loops to the Top

Chapter 6 - Aligning and Instancing Pieces

Chapter 7 - Adding Edge Loops to a Curved Object

Chapter 8 - Deleting Hidden Backfaces

Chapter 9 - Always Keep your Low Poly Mesh in Mind

Chapter 10 - Adding Extra Detail to the Light

Chapter 11 - Adding Additional Support Edges

Chapter 12 - Using the Push Modifier

Chapter 13 - Modeling a High Poly Belt

Chapter 14 - Tackling More Complex Shapes

Chapter 15 - Adjusting the Final Silhouette

Sci-Fi Modular Floor

+
Resource Files

Chapter 1 - Baking the SciFi Floor

Chapter 2 - The Color Map Part 1

Chapter 3 --The Color Map Part 2

Chapter 4 - Creating the mask

Chapter 5 - The Specular Map

Chapter 6 - Final Materials and Lighting

Bradley Vehicle Texturing

+
Resource Files

Chapter 1 - Introduction

Chapter 2 - Structure, Localization and Visual Noise

Chapter 3 - The Wrong Way to Texture!

Chapter 4 - Setting up Photoshop and Masks

Chapter 5 - Creating Camouflage in Mudbox

Chapter 6 - Constructing a Texture Sketch

Chapter 7 - Adding Photo Sourced Detail

Chapter 8 - Hand Painting Dirt and Wear

Chapter 9 - Additional Texture Detail

Chapter 10 - Adding Color Variation

Chapter 11 - Detail Pieces and Scratch Pass

Chapter 12 - Texturing the Bags and Cloth

Chapter 13 - Tiling Tread Texture

Chapter 14 - Creating the Specular Map

Chapter 15 - Disecting the Final Texture

Normal Maps Tips & Tricks

+
Resource Files

Chapter 1 - Introduction

Chapter 2 - Silhouette

Chapter 3 - Detail Scale

Chapter 4 - Tapering

Chapter 5 - Floating Geometry Waviness

Chapter 6 - Triangulation

Chapter 7 - Projection Errors

Chapter 8 - Triangle Stripping

Chapter 9 - Projection Modifier

Chapter 10 - Material ID Projection

Chapter 11 - Mirroring Overlapping Geo

Chapter 12 - Different Types of Normal Maps

Chapter 13 - Vertex Count and Smoothing Group

Chapter 14 - Normal Map Baking Walkthrough

Chapter 15 - Conclusion

SGD $189.00
(Price excludes GST)
GET ACCESS NOW
Convince your boss email
This site is best viewed using the latest versions of Google Chrome, Apple Safari, Mozilla FireFox, Microsoft Internet Explorer 11 and Edge which supports HTML5/Webkit technologies.