CGMA – Weapons and Props for Games
Weapons and Props
Weapons and Props for Games : A 6-week course on the fundamentals for creating a fully-realized weapon and prop for games
Create portfolio-ready weapons and props
This course covers the fundamentals of creating weapons and props for games. In this course you will go through the entire creation process: from reference and initial concept to final model. You will learn to deliver creative and appealing models that are optimized for real-time game engines. The course will go over geometry, design, texturing, and rendering–all to create fully-realized weapons and props for your portfolio. (Lectures by Ethan Hiley)
COURSE FORMAT : Standard
LECTURE TYPE : Pre-recorded
FEEDBACK : Individual recordings
DURATION : 6 weeks
MATERIALS : Autodesk Maya, Zbrush 4R7 or later, Substance Painter 2017, Marmoset Toolbag 3, PureRef
SKILLS LEVEL : Intermediate
PREREQUISITES : Basic knowledge of Maya, ZBrush, Substance; Intro to Production Modeling course
WHAT YOU’LL LEARN
The more you know, the better.
Week 1 | Introduction and Gathering Reference
General overview of the course and expectations | Methods for gathering reference | Getting familiar with weapon terminology (how this assists in weapon art production)
Week 2 | Scene Preparation and Block-Out Phase
Introduction to block-out models and their importance (why we don’t rush straight into high-poly) | Setting up your Maya scene to begin production on block-out model | Establishing scale and proportions | Considering the animation and gameplay impacts on your model and accounting for them in block-out | Big picture: thinking silhouette and first-person perspective | Organizing your completed block-out scene
Week 3 | High-Poly Modeling
Learning how to use Zbrush Dynamesh for fast high-poly modeling | Discussing the level of expected detail in a high-poly model | Modeling your high-poly mesh to maximize leverage of normal maps (edge width and tapered detail)
Week 4 | Low-Poly Modeling
Identifying details necessary for low-poly and what can be baked from high-poly | Understanding low-poly silhouette and where geometry detail is necessary to avoid facetted edges | Modeling efficiently for unwrapping and baking
Week 5 | Unwrapping and Baking
Learning the principles of unwrapping for game weapons | Efficient unwrapping and overlapping on weapon assets | Packing UVs to maximize texel density | Understanding first-person camera perspective and how to unwrap accordingly | Baking normal maps inside of Marmoset Toolbag
Week 6 | Texturing
Establishing base materials and surface material breakup | Using reference to identify material and texture detail for interesting wear and surface treatments | Identifying and capturing subtlety from reference images in the weapon texture | Covering the basic approach to realistic weapon texturing | How to make surfaces feel more organic and less procedural and “gamey”
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