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Flipped Normals – Hard Surface Modeling for Games

مسودة تلقائية
Hard Surface Modeling for Games

Flipped Normals – Hard Surface Modeling for Games

Learn all the tips and tricks professionals use when they create hard surface models for games. We’ll be focusing on designing and modeling a hovercraft, taking into account gameplay and cinematic needs. We will cover traditional High Poly to Low Poly workflow, and what to model. We will create the best UV’s possible, and refine the model until perfectly functional for games and cinematics.

The final result will be a clean hard surface model, ready for texturing, shading, and rendering.

Maya Modeling and Unwrapping
Learn professional Modeling and UV techniques in Maya. We will not only focus on the workflow, but also on the thought process behind the decisions that go into making a AAA hovercraft for games.

13 Hours Of Real-Time Content
Everything is covered step by step over 13 hours of real time narrated videos. There are no timelapses. You will get to see how and why certain things are made the way they are. All the hotkeys, tricks, shortcuts, every single step to making this game model, will be covered.

Skill Level
This tutorial is great for students and artists who are just starting out and want to know everything about hard surface modeling for games. It is easy to follow for newcomers as it covers all the basics before slowly ramping up to more complicated things.

Instructor Bio
David Saiz is a CoFounder and Studio Director of Paloma Studios. He has many years of experience working on videogames, television, commercials, attractions, and Virtual Reality experiences. David has worked in numerous studios in California such as Sony Online Entertainment, Electronic Arts, Wevr and film, and commercial studios such as Rhythm & Hues, Halon Entertainment among others. He is an experienced Technical Lead, as well as an artist. He has worked on projects such as Overwatch (promotional statues), The Sims 3, Planetside 2, Mass Effect New Earth (Ride), Disney Infinity, and Serpent’s Saga.

مسودة تلقائية
Flipped Normals - Hard Surface Modeling for Games 4

Tools Used
Autodesk Maya 2018

Chapter List
01 – The Importance of Reference
02 – Maya Scene Setup
03 – Final Output Concerns
04 – Blocking BackArea
05 – Blocking Seat
06 – Blocking Front
07 – Blocking Posing Human
08 – Blocking Front Thickness
09 – Blocking Pedals Functionality
10 – Blocking Final Proportions Adjustment
11 – Blocking Cockpit Details
12 – Blocking Cockpit Details 2


13 – Blocking Back
14 – High to Low Poly Baking Explanation
15 – Defining Amount of Detail in High Poly
16 – Modeling Tail
17 – Modeling Tail Rotating Mechanism
18 – Modeling Back Wings Rotating Mechanism
19 – Modeling Back Turbine
20 – Modeling Front Wings
21 -Modeling Front Windshield
22 – Modeling Rest of Chassis


23 – Modeling Support Elements
24 – Modeling Under Structure
25 – Modeling Dashboard
26 – Modeling Seat
27 – Modeling Handles
28 – Modeling FinalDetails
29 – Uvs Intro Explanation
30 – Uvs Front Preserve Uvs


31 – Uvs Front Select Backfacing
32 – Uvs Front Wings Glass
33 – Uvs Turbine
34 -Uvs Back
35 – Uvs Back Transfer Attributes
36 – Uvs Seat
37 – Uvs Dashboard
38 – Uvs Under Structure
39 – Uvs Mirror
40 – Uvs Layout
41 – Conclusion


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HardSurfaceModelingforGames.part1.rar
HardSurfaceModelingforGames.part2.rar
HardSurfaceModelingforGames.part3.rar
HardSurfaceModelingforGames.part4.rar


HardSurfaceModelingforGames.part1.rar
HardSurfaceModelingforGames.part2.rar
HardSurfaceModelingforGames.part3.rar
HardSurfaceModelingforGames.part4.rar



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