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Creating a Stylized Set Element for Games in Maya
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Released Dec 9, 2013
Stanislav Poritskiy

Guest Tutor

Stanislav Poritskiy
Throughout these lessons we will cover the entire process of creating of a simple game asset and focus on topics involving low-poly modeling, UV-Layout and proper UV-sizing.

We will start by creating a high-poly asset where we will talk about techniques that are very useful for these types of projects. This workflow can save time as well as gain the quality and originality desired for the prop. We will then use built-in Maya tools to bake ambient occlusion and normal maps, export UVs to Photoshop and begin the texturing process.

We will use Marmoset Toolbag to quickly visualize the texture on the model, check lighting, reflections, specular and other maps. Finally we will be using photo-textures that we will sample for color and generate masks to fill and produce a unique texture as a result.

In the end you will have a professional workflow to create any game asset you will need in the future.
Introduction and project overview
1

Introduction and project overview

 
01:08
Creating rough shapes
2

Creating rough shapes

 
18:34
Making bricks for the well wall
3

Making bricks for the well wall

 
15:31
Finalizing the well wall
4

Finalizing the well wall

 
20:26
Detailing the bricks on the floor
5

Detailing the bricks on the floor

 
10:26
Defining low-poly models of the well, tree and legs
6

Defining low-poly models of the well, tree and legs

 
17:09
Defining high level details for first tree trunk
7

Defining high level details for first tree trunk

 
10:50
Finalizing details for high poly version of the trees
8

Finalizing details for high poly version of the trees

 
07:54
Modeling details for roof
9

Modeling details for roof

 
15:03
Modeling details for roof with alternate method
10

Modeling details for roof with alternate method

 
12:11
Modeling the bucket and roof support
11

Modeling the bucket and roof support

 
14:56
Adjusting low-poly geometry
12

Adjusting low-poly geometry

 
17:38
Finalizing adjustments to low-res geometry
13

Finalizing adjustments to low-res geometry

 
08:05
Testing normal maps for the floor and well wall
14

Testing normal maps for the floor and well wall

 
11:59
Testing normal maps for the trees
15

Testing normal maps for the trees

 
10:38
Remodeling roof geometry
16

Remodeling roof geometry

 
20:22
Testing normal maps for the roof
17

Testing normal maps for the roof

 
17:01
Finish UV unwrapping for all pieces
18

Finish UV unwrapping for all pieces

 
16:01
Creating UV layout
19

Creating UV layout

 
21:24
Finalizing normal maps
20

Finalizing normal maps

 
09:44
Baking ambient occlusion maps
21

Baking ambient occlusion maps

 
16:46
Setting up master Photoshop file
22

Setting up master Photoshop file

 
07:56
Assembling a rough layer for diffuse
23

Assembling a rough layer for diffuse

 
14:51
Advancing the stone texture for wall
24

Advancing the stone texture for wall

 
12:06
Finalizing wall and floor textures
25

Finalizing wall and floor textures

 
06:18
Texturing the roof
26

Texturing the roof

 
12:20
Texturing the tree trunks
27

Texturing the tree trunks

 
11:39
Finalizing the diffuse map of the trees
28

Finalizing the diffuse map of the trees

 
10:43
Texturing the metal bar
29

Texturing the metal bar

 
15:43
Modeling geometry for rope
30

Modeling geometry for rope

 
13:26
Creating seamless normal map for the rope
31

Creating seamless normal map for the rope

 
08:20
Creating diffuse map for the rope
32

Creating diffuse map for the rope

 
09:32
Texturing the bucket
33

Texturing the bucket

 
16:21
Finalizing the diffuse map
34

Finalizing the diffuse map

 
14:13
Adjusting UVs and generating the specular map
35

Adjusting UVs and generating the specular map

 
12:48
Final post work
36

Final post work

 
11:09