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Creating Next-Gen Game Assets in Softimage

Posted on 2012-06-01




Name:Creating Next-Gen Game Assets in Softimage
Language: English
File Type: + Exercise files
File Size: 1,87 GB
Other Info: FLV 782 x 646; 5 hr.39 min.
   Creating Next-Gen Game Assets in Softimage

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This tutorial will take you through every step of the creation process, so we will start by setting up rotoscopes within Softimage to use as reference. From there, we will use a variety of polygon modeling techniques to create low-resolution and high-resolution versions of our asset. Once that stage is complete we will use the Softimage Ultimapper to transfer all of the hi-res detail back to our low-res mesh using normal maps.

Lesson 1

Introduction and Project Overview 01:02 October 8, 2009

Lesson 2

Setting up Rotoscope references 06:17 October 8, 2009

Lesson 3

Getting started with modeling the central area of the gun 10:48 October 8, 2009

Lesson 4

Modeling the gun's handgrip 08:55 October 8, 2009

Lesson 5

Creating the ammunition magazine for the M-16 09:12 October 8, 2009

Lesson 6

Finishing the magazine and trigger geometry 11:35 October 8, 2009

Lesson 7

Repurposing geometry to create the trigger guard 06:48 October 8, 2009

Lesson 8

Adding secondary details to the main area of the weapon 15:02 October 8, 2009

Lesson 9

Modeling the forward hand guards of the M-16 06:56 October 8, 2009

Lesson 10

Creating the weapon's barrel and front sights 07:43 October 8, 2009

Lesson 11

Finalizing the geometry for the front sights 07:33 October 8, 2009

Lesson 12

Modeling the shoulder stock of the M-16 07:50 October 8, 2009

Lesson 13

Cleaning and redirecting shoulder stock geometry 09:03 October 8, 2009

Lesson 14

Modeling the M-16 scope 08:17 October 8, 2009

Lesson 15

Optimizing polygon count in our low-res geometry 09:10 October 8, 2009

Lesson 16

Starting high resolution detailing of the M-16 11:04 October 8, 2009

Lesson 17

Modeling high resolution details for the weapon scope 07:43 October 8, 2009

Lesson 18

Adding detailed ridges for the forward hand guards 10:57 October 8, 2009

Lesson 19

Detailing the handgrip area of our weapon 11:56 October 8, 2009

Lesson 20

Modeling the subtle raised areas on the M-16 08:06 October 8, 2009

Lesson 21

Creating recessed areas of the magazine clip 04:51 October 8, 2009

Lesson 22

Adding several secondary details to the M-16 10:23 October 8, 2009

Lesson 23

Modeling the weapon's ejection port cover 08:46 October 8, 2009

Lesson 24

Refining and detailing the trigger guard geometry 06:12 October 8, 2009

Lesson 25

Detailing the front handle of the M-16 09:12 October 8, 2009

Lesson 26

Starting the UV Layout process on low-resolution geometry 12:10 October 8, 2009

Lesson 27

Applying UVs to cylindrical areas of the M-16 08:05 October 8, 2009

Lesson 28

Techniques for fixing overlapping UVs in Softimage 08:58 October 8, 2009

Lesson 29

Utilizing Contour Stretch UV subprojections 07:28 October 8, 2009

Lesson 30

Laying out the UVs of the forward hand guards 08:49 October 8, 2009

Lesson 31

Laying out the UVs of the front sights 13:51 October 8, 2009

Lesson 32

Creating UVs for the central area of the M-16 13:58 October 8, 2009

Lesson 33

Merging all low resolution geometry into a single mesh 12:31 October 8, 2009

Lesson 34

Merging all high resolution geometry into a single mesh 10:54 October 8, 2009

Lesson 35

Using the Ultimapper to create detailed normal maps 12:03 October 8, 2009

Lesson 36

Fixing Ultimapper sampling errors using Photoshop 07:13 October 8, 2009

Lesson 37

Creating color maps for the weapon using Photoshop

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