[ArtStation] – Creating a AAA Game Asset


[ArtStation] - Creating a AAA Game Asset

Creating a AAA Game Asset : In this seven-half course, Emiel Sleegers covers the creation of an surroundings asset, on this case a fireplace hydrant, to be used in AAA video games, in actual time.

PART 1

High Poly

Part 1 of seven. In this seven-half course, Emiel Sleegers covers the creation of an surroundings asset, on this case a fireplace hydrant, to be used in AAA video games, in actual time. In this primary half he covers reference gathering and the way he’ll method creating the asset within the collection, earlier than he demonstrates the creation of the excessive poly mannequin utilizing…


PART 2

Low Poly

Part 2 of seven. In this seven-half course, Emiel Sleegers covers the creation of an surroundings asset, on this case a fireplace hydrant, to be used in AAA video games, in actual time. In the second a part of this collection, he demonstrates find out how to flip the excessive poly asset into a low poly, recreation prepared asset. He makes use of a non-damaging workflow to do that rapidly and effectively, whereas displaying some helpful ideas and …


PART 3

UV Unwrap

Part Three of seven. In this seven-half course, Emiel Sleegers covers the creation of an surroundings asset, on this case a fireplace hydrant, to be used in AAA video games, in actual time. In the third a part of this collection, he shares find out how to UV unwrap the asset. He goes over a number of strategies, some helpful scripts that can be utilized and the general quickest and mo…


PART 4

Baking Texture Maps

Part Four of seven. In this seven-half course, Emiel Sleegers covers in actual-time, the creation of an surroundings asset, on this case, a fireplace hydrant, to be used in AAA video games. In the fourth a part of this collection, Emiel covers find out how to bake texture maps from a excessive poly mannequin onto a low poly mannequin. He demonstrates this utilizing Marmoset Toolbag. He covers a number of strategies to get a fast, clear bake and explai…


PART 5

Texturing

Part 5 of seven. In this seven-half course, Emiel Sleegers covers in actual-time, the creation of an surroundings asset, on this case, a fireplace hydrant, to be used in AAA video games. In the fifth a part of this collection, Emiel covers find out how to create the ultimate texture work for the fireplace hydrant asset utilizing Substance Painter. He units up the bottom scene and demonstrates including regular map particulars like bolts and welding sea…


PART 6

Base Paint and Details

Part 6 of seven. In this seven-half course, Emiel Sleegers covers the creation of an surroundings asset, on this case a fireplace hydrant, to be used in AAA video games, in actual time. In the sixth a part of this collection, Emiel covers find out how to create the ultimate particulars for the Fire Hyrdrant Asset utilizing Substance Painter, the place he units up the bottom steel of the hydrant, and provides put on and tear particulars, corresponding to paint chips…


PART 7

Final Render

Part 7 of seven. In this seven-half course, Emiel Sleegers covers the creation of an surroundings asset, on this case a fireplace hydrant, to be used in AAA video games, in actual time. In the ultimate a part of this collection, Emiel covers some last contact ups in Substance Painter, after which exports the asset into Marmoset Toolbag the place he demonstrates find out how to arrange and execute the ultimate render, making the asset prepared for…

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Course download – ArtStation – part 1

Course download – ArtStation – part 2

Course download – ArtStation – part 3

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