Hello fellas,
here's something of a tutorial for
beginners, or perhaps advanced artists new to the game art. I use the word beginner loosely because this is NOT a complete step by step tutorial and it assumes some familiarity with the software. I made this as a demonstration for my classmates to introduce them to the subject. I just thought I'd throw this out here for anyone who needs it.
Introduction:
A video tutorial in 4 parts that aims to familiarize you with the game asset creation workflow. This tutorial covers every step from modelling your highpoly and lowpoly to baking the maps and texturing your asset.
Note:
It is noteworthy that this is also not by any means intended as a modelling or texturing tutorial. You will notice the lack of meat in those areas.
Enjoy.
Replies
I'll definitely consult this in the future.
The lowpoly should wrap around the highpoly as closely as possible, when you bake, the highpoly and lowpoly must share the same 3D space as I did in the video. The lowpoly will project out and grab the highpoly normal data.
When you bake using XNormal you can set the Maximum Frontal Ray Distance and Maximum Rear Ray Distance, so to make sure you capture all of the highpoly.
The 3 point shader is great and all for viewing your asset in the 3dsmax viewport, in no small part to its high quality normals. But since this is a workflow video, its reasonable to assume this 'asset' wouldn't live forever in the 3dsmax viewport only, but also be ported to a game engine. And some people prefer xnormal for normal baking purposes as a part of their workflow.
thanks
Thanks man
Thanks, glad you like it !
I was trying to keep it short, since this mostly focuses on the workflow and there are plenty of texturing tutorials. I wouldn't mind doing a few more in-depth videos on each subject. Glad you find it helpful