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CGMA – Weapons and Props for Games

CGMA – Weapons and Props for GamesWeapons and Props

 

Weapons and Props for Games : 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

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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