How to Design 3D Models for Medieval game in Autodesk Maya

Intro: How to Design 3D Models for Medieval game in Autodesk Maya
with SolusSI|4 years experience
16167views
How to Design 3D Models for Medieval game in Autodesk Maya
- English
- Design
Art and Illustration
- Project length: 5h 17m
Through these sessions viewer is going to learn how to properly use advanced modeling tecniques needed for creating extra details to models( Modeling part ), how to set an UV mapping for texturing, how to texture models within Substance painter and create visually stunning models overall.
Overview
Introduction
Through out this tutorial i will show you proccess of creating one advanced high poly scene design for medieval based game. We will cover everything, from modeling and diffrent techniques we use all the way to the texturing and simple rendering for are models,one by one.
Requirements :
~ Autodesk Maya
~ Substance Painter
Project Outline
Session 1: Modeling base structure for Daggers
We will create basic shape for our model using diffrent tools that helps us with this task. Our main goal here is to achive as accurate as possible shape based on references.
Session 1.1: Modeling details for Daggers
In this part we will focus ourselfs on giving daggers shape we made before a few extra details and creating a final product by adding materials and smoothing object.
Session 1.2: Texturing Daggers
In this part we will cover texturing proccess for daggers. I will show you how you can texture models using Substance painter presets.
Session 2: Creating Axe
In this session i will do shape of an Axe with all details that are needed to be done through out modeling proccess and add materials as well. After that we will procceed with UV mapping and getting our final product.
Session 2.1: Texturing Axe
In this part we will cover texturing proccess for Axe. I will show you how you can texture models using Substance painter presets. Also, i will show you how you can stamp details on models using alpha channels and masks.
Session 3: Creating a Shield
In this session we will use diffrent tecniques and tools such as boolean that will help us create shield base shape and afterwards we will continue with adding details to it and materials in order to finish this model as well.
Session 3.1: Texturing a Shield
In this part we will cover texturing proccess for Shield. I will show you how you can texture models using Substance painter presets. Also, i will show you how you can stamp details on models using alpha channels and masks. We will this time talk a little bit more about smart materials inside Substance Painter and how you can use them.
Session 4: Creating a scene
In this session i will show you how you can model scene for your models made before and we will talk about what diffrent proccesses you can do to get desired results in best quality.
Session 4.1: Texturing a scene
In this session we will texture our final scene and get ready for rendering.
Session 5: Final Renders