0:30 - Gathering Reference & Creating Blockouts (Foundation for Your Art) 1:05 - 3D Modelling & Weighted Normals (Making Assets for your Art) 1:43 - High to Low Poly Modelling & Sculpting (Optimizing and Detailing your Assets for your Art) 2:27 - Optimization & Automatic/Manual Retopology (Optimizing your Assets Art further) 3:30 - UV Unwrapping (Texturing/Coloring your Assets for your Art) 4:22 - Unique Texturing (Creating unique textures to match unique characteristics for your Assets for your Art) [ex, Clothes may have Old, Tattered and New looks and hence 3 unique textures] 4:58 - Tileable Materials (Creating repeatable texture for your Assets for your Art) [Repeating assets are used in Walls and such that require the same texture/look throughout] 5:30 - Prodecural Textures & Photogrammetry (Creating unique variants for the same Texture for your Art) [Self Explainatory, but put simply it's just variants for same texture. Photogrammetry is basically getting real world texture] 6:34 - Asset Setup & Colission-Materials & LevelOfDetail (Setting up your Assets for your preferred Game Engine to create the Art as a whole) [This is where you implement Textures and such and Optimizing it using LoD. In many cases, LoD are set automatically and does not need to be tampered with] 7:32 - Level Art & Design // Lighting & Post-Effect (Setting up your Environment itself) [Placement of Assets, Setting up Lighting to set mood (Darker Ambience for dull mood)] Tell me if i'm missing something. These are mostly for me to be used as reference when I come back to this but feel free to utilize as is
@emperorstudy7 ай бұрын
Thank you! Very helpful and detailed summary.
@C_Kava Жыл бұрын
Emiel doing a good job👍
@eduardoteixeira32023 ай бұрын
Thank you for the video ma man!
@harrysanders818 Жыл бұрын
Where are Trim Sheets? Did I miss them? :) (Great Walkthrough!)
@FastTrackTutorials Жыл бұрын
That is a fair point. i schould have added that to the texture stages. i do show off trimsheets in the overlapping uv parts funny enough.
@asterixus11 ай бұрын
Interesting, I knew about the weighted normals modifier in blender, but now I'm wondering what would be the equivalent workflow in Maya?
@FastTrackTutorials11 ай бұрын
Maya is slacking behind a bit but there are many scripts out there you can use. also sometimes just the base smoothing is enough in maya as it sort of adds it's own weighted normals automatically. but it is unreliable