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3D game artists are faced with certain restrictions when creating models for use in real-time. Game hardware, art direction and development time all have an impact.
It is the challenge of the 3D artist to make interesting and visually believable characters while dealing with these restrictions. This DVD covers the creation of a low
polygon model of a head for a game environment. Topics such as polygon component modeling, poly count, scripts and facial anatomy are discussed.
Topics Covered:
Polygon Component Modeling
Poly Count Restrictions
Topology
MJ Poly Tools
Polygon Modeling Tools
Facial Anatomy
(about 120 minutes)
Creating characters for games presents many challenges for the 3D artist. Issues such as poly count, flexibility of the rig, art direction, and the game environment itself will
dictate the final look of the character. In this DVD, Mayan continues from the head model and design used in Head Modeling for Games, demonstrating the tools and
techniques used to create low polygon characters. Topics such as working from a concept design, poly count, scripts, props and topology are discussed.
Topics Covered:
Use of Concept Drawings in Modeling
Poly Count Restrictions
MJ Poly Tools
Primitive Modeling
Modeling the Form
Topology
(about 150 minutes)
UV layout is one of the most important skills of the game modeler. Unlike high poly modeling, game UVs are given limited texture space. It is important to use
that space in the most efficient manner, while minimizing seams and distortion. How you project and arrange your UVs can greatly impact the look of the model
and the time it takes to paint your textures. This lecture will cover the tools and techniques necessary to create efficient UV maps.
Topics Covered:
UTE (UV Texture Editor)
UV Projection
Creating UV Shells
Mirroring UVs
Transferring UVs
Shell Arrangement
Using a Reference Map
Focusing Resolution
(about 150 minutes)
This video was added to our catalog on December 14, 2005 in Digital Art - 3D::Design & Modeling.
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