In this series of MODO tutorials, we are going to go through the process of building and detailing a fantasy war hammer using MODO. When building 3D assets, the ability of your computer to manipulate those objects is limited, especially when dealing with very high resolution meshes. Because of this, we use 2D images, like normal maps, to simulate the high resolution detail in a way that we can more easily use. We'll begin by building the base geometry for our weapon in MODO. Once the base geometry is modeled, we will use MODO's sculpting tools to created some high-resolution detail. Then we will talk about creating the low resolution mesh along with its UV layout. To finish up, we will generate maps for the color and specularity before viewing our game weapon in Marmoset Toolbag. When finished, you will have a better understanding of the workflow involved in building and sculpting high resolution props and set pieces with MODO and creating useable assets from them. Want more? Check out some free helpful resources on Game Development Terms You Need to Know Demo Reel and Portfolio Tips from Game Industry Professionals And more on 10 Things Professional Game Artists Wish They Knew When They First Started Software required: MODO 701, Marmoset Toolbag.
Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.
Introduction and Project Overview [Autogenerated] Hello. I'm Justin with digital tutors, and in this series of tutorials, we're gonna go through the process of building and detail in a fantasy Warhammer using Moto. And when building three assets, the ability of your computer to manipulate those objects is limited, especially when you're dealing with very high resolution ashes. Because of this, we use to the images like normal maps to simulate the high resolution detail in a way that we can more easily use. We'll begin by building to base geometry for a weapon in Moto that once the base jam tree is modeled, we use motives sculpting tools to create a high resolution detail. For then we'll talk about creating the low resolution mash along with its view the layout to finish up, generate match for the color and speculating before viewing our game weapon in marmosets will back when we're finished. You are the better understanding of the workflow involved in building and sculpting high resolution props and set pieces with motive and then creating a usable assets from So let's go ahead and get started by beginning to model our base geometry