Creating Next-Gen Game Assets in Softimage
Available for iPhone

Preview Course

Lesson Outline (37 lessons)
In this series of lessons we will learn how Softimage can be used to create next-generation game assets that contain high levels of detail.

This project will take you through every step of the creation process, so we will start by setting up rotoscopes within Softimage to use as reference. From there, we will use a variety of polygon modeling techniques to create low-resolution and high-resolution versions of our asset. Once that stage is complete we will use the Softimage Ultimapper to transfer all of the hi-res detail back to our low-res mesh using normal maps.

1. Introduction and Project Overview

3. Getting started with modeling the central area of the gun

5. Creating the ammunition magazine for the M-16

7. Repurposing geometry to create the trigger guard

9. Modeling the forward hand guards of the M-16

11. Finalizing the geometry for the front sights

13. Cleaning and redirecting shoulder stock geometry

15. Optimizing polygon count in our low-res geometry

17. Modeling high-resolution details for the weapon scope

19. Detailing the handgrip area of our weapon

21. Creating recessed areas of the magazine clip

23. Modeling the weapon's ejection port cover

25. Detailing the front handle of the M-16

27. Applying UVs to cylindrical areas of the M-16

29. Utilizing Contour Stretch UV subprojections

31. Laying out the UVs of the front sights

33. Merging all low-resolution geometry into a single mesh

35. Using the Ultimapper to create detailed normal maps

37. Creating color maps for the weapon using Photoshop

2. Setting up Rotoscope references

4. Modeling the gun's handgrip

6. Finishing the magazine and trigger geometry

8. Adding secondary details to the main area of the weapon

10. Creating the weapon's barrel and front sights

12. Modeling the shoulder stock of the M-16

14. Modeling the M-16 scope

16. Starting high-resolution detailing of the M-16

18. Adding detailed ridges for the forward hand guards

20. "Modeling subtle, raised areas on the M-16"

22. Adding several secondary details to the M-16

24. Refining and detailing the trigger guard geometry

26. Starting the UV Layout process on low-resolution geometry

28. Techniques for fixing overlapping UVs in Softimage

30. Laying out the UVs of the forward hand guards

32. Creating UVs for the central area of the M-16

34. Merging all high-resolution geometry into a single mesh

36. Fixing Ultimapper sampling errors using Photoshop



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