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Gnomon Workshop – Environment Modeling for Games - KL

Posted on 2011-07-16




Name:Gnomon Workshop – Environment Modeling for Games - KL
File size:2314.24 Mb
File Size: 2.26 GB
Other Info: eLearning
   Gnomon Workshop – Environment Modeling for Games - KL

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Gnomon Workshop – Environment Modeling for Games with Nate Stephens

In this demonstration, Nate explains and shows the process by which a piece of concept art is interpreted and used to model out a game environment in Maya. In the process, Nate will explain various modeling tools, techniques, and workflows, as well as numerous theories and methods used to create game art. A timelapse video of the entire modeling session is included so that the viewer can see and understand all the techniques being used. Nate will also cover common errors and mistakes to avoid so that the scene will run efficiently in real time and light correctly.

Topics Covered:

Interpreting concept art and using it properly

Maya scene setup for modeling environments

Using Maya image planes

Scene blockout modeling and planning

Using the Maya grid for precision

Translation and poly modeling tools

Using curves, curve history techniques, and creating curves from edges

Proxy modeling techniques

Selection tools and tricks

Variety of theories and workflows explained to understand different pipelines

Modular building and geometry reuse to build a scene efficiently

How to clean up modeling properly so that it will texture and light well

Color sets, bake sets, ambient occlusion, and how to stress test your environment

How to model high poly geometry to be used later for texturing and ZBrush

Creating normal maps from high poly objects

Mental Ray lighting basics

Chapters:

Concept Art

Scene Blockout

Translation Tools

Modeling Tools

Modeling with Curves

Proxy Modeling

Selection Tools

Modeling from Concept, Part 1

Modeling from Concept, Part 2

Modeling from Concept, Part 3

Modeling from Concept, Part 4

Modeling Cleanup

High Poly Detail

Conclusion

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