Real-time Game Asset / Level Creation
Training Video for modo 301
This video tutorial, also known as “The Alley” dives into how to harness modo’s modeling, painting and baking tools together in order to produce efficient assets for use in a game – or any project where you want detailed and yet lightweight scenes. Our subject is a dingy back alley, the kind of place you might find behind an urban restaurant, complete with grime and graffiti…a perfect setting for getting the most of modo.
These are ideal videos for anyone in game development or film/video production who is looking for expert advice on using modo’s “model, paint and render” toolset to create great looking scenes that flow nicely into the rest of the production pipeline.
In addition to the downloadable movies, sample geometry and images (including fourteen highly useful “grime” maps which are ideal for use with modo’s image ink feature) are provided.
This video tutorial is targeted at the “intermediate” modo user. This video tutorial was developed for modo 301. Users of later versions of modo will find the tutorial useful, but will have to adapt some instructions to new techniques found in more recent versions of modo. It is also recommended that you have access to Adobe Photoshop. Narrated in English.
Purchase the Real-time Game Asset / Level Creation Video Tutorial
| Product | Platforms | Price | |
|---|---|---|---|
Real-time Game Asset / Level Creation Video Tutorial Contents: 6 video segments covering these topics: Efficient modeling techniques. Adding surface detail via 3D painting. Capturing surface detail with object baking. Using seamless textures. Creating final color map with combined layers. Total running time: 1 hour 33 minutes. Experience Level: Intermediate modo user Software Compatibility: modo 301. This Video Tutorial was developed using modo 301. The concepts can also be used in later modo versions. Photoshop recommended. Product Format:
Videos are 1280 x 720 QuickTime (H.264). |
$20.00 | ||
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Upon purchase your Training Video and associated files will be available for download through your Registered Training page. The Training Video is licensed to each individual and is not a studio-wide license. If you have a coupon code, please enter your code in the next step. | |||
Detailed Descriptions of Video Tutorial Segments
The first half of the video tutorial tackles the creation of an efficient low-poly object that has baked in geometric detail and lighting, our case it is a lowly dumpster. Using a supplied high-res version of this model, Andy shows how detail can be transferred to a new low-poly version. Geometric detail is transferred to a low-poly object via normal map and ambient occlusion baking. Additional modeling, 3D painting and baking operations let you add realistic final touches and variation to the finished trash bin.
Video Segment 1
Low-Polygon Geometry and UV Mapping
In this first segment, we create the foundation for our game model by first creating a low-polygon version of a supplied high-poly count dumpster by using modeling techniques that help us define the object’s shape with a minimum number of polygons. We then create an efficient UV map for that model so that any image maps we apply later will be utilized fully.
Video Segment 2
Normal and Ambient Occlusion Baking
In this segment, we focus on object-to-object baking to create a normal map that will capture all of the fine detail from the original model. We also bake out an ambient occlusion map to recreate the way grime and shadows accumulate in tight areas of geometry. In the course of this segment, we demonstrate a number of techniques for getting the most out of your normal maps and ultimately create a 700 polygon normal mapped model that is virtually indistinguishable from the 39,000 polygon original.
Video Segment 3
Object Painting
In the third video segment, we complete the dumpster model by creating a bump, color and specular maps. We select the appropriate brushes and inks from the Paint layout in modo and then paint text and grunge on the object’s surface to age our model and give it a sense of place. We create tiling textures and then explore how to use layer masks to paint details in specific areas of the model. Throughout the process we make full use of baking to combine painted layers and ultimately to bring everything together into a final color map that ready for use in a game engine or any renderer downstream from modo.
Video Segments 4, 5 and 6
The second half of the video tutorial is a guide to efficient scene creation and assembly. We create a level (the back alley) with multiple dumpsters added, textured walls and baked lighting. Seamless textures are derived from reference sources and then further manipulated in modo to give them realistic depth. Andy, with his serious painting chops, shows you how to grab hold of modo’s 3D painting and UV tools and use them as an extension of the modeling process. Lights are added and baked into the scene.
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