Game Art: Model & UV Map a Low Poly Character

Game Art: Model & UV Map a Low Poly Character

3h 37mBeginner2017-02-16

Authors

Joel Bradley

Joel Bradley

3D Artist, Trainer on 3ds Max and Maya

Course details

Expand your game artistry know-how by becoming skilled in low-polygon modeling. Joel Bradley shows how to model and UV map low-poly assets in this course. Joel takes you through the process—using 3ds Max—of modeling a low-poly asset for use in in a game engine. He starts by providing an overview of tools and options to get you ready to set up a scene. Then he dives into the building and creation process, which includes shaping and using guide objects. Once the forms are established, Joel demonstrates how to detail, refine, and unwrap the finished model. He concludes the course by showing how to export the model and bake normal maps to get it ready for texturing.

Learning objectives
Gamma and scale
Setting up a scene
Creation and shaping
Using symmetry modifiers
UV mapping
Using guide objects
Unwrapping
Detailing and finishing
Refining a model
Prepping a model
Exporting a model
Fixing issues
Normal map baking

Skills covered

3ds MaxGame DevelopmentAutodeskSoftware Development

Concepts

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

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

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

Creating and Mapping the Head

  • Modeling the head shape
  • Creating the eye sockets
  • Detailing the shape
  • Unwrapping the head

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

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
80,000 Toman