Throughout this tutorial, you will learn how to model and texture a building from the concept art stage to the final model. We will also learn how to quickly generate texture maps for a low-poly asset. When working as an environment artist in the games industry, you actually spend a lot of your time making individual buildings and props to fill in your level. By the end of this tutorial, you will learn some best practices for low-polygon modeling and texturing for games and be able to apply those to your work. Software required: Maya 2013, Photoshop 2014 CC.
Introduction and Project Overview Hi everyone, my name is Donna Bennett. I'm a freelance environment artist, but have worked for 17 years in the games industry. My current, or latest work projects include SimCity, The Sims, MySims, James Bond, and Tiger Woods Golf. In this course, we are going to model and texture a building in the style of a cartoony low poly game. This low polygon style is also present in a lot of mobile games, which are huge right now. Some of the key takeaways from watching this course include learning how to model a low poly building suitable for gaming, paint textures in Photoshop in a given style, efficiently unwrap and texture your model, and add finishing touches to make your model look professional. By the end of the training, you will be able to create your own game-ready models for your portfolio. If you want to work in the games industry, you must have low polygon models in your portfolio, and this could be a key piece. I'm excited to share these techniques with you, so let's get started with the first lesson.
Creating a Low Poly Game Building in Maya Hi, I'm Donna Bennett. So here we have some concept art for our building. I did this by roughly modeling the building in Maya, and then printing it out, and then drew on top of the printout, and then brought it back into Photoshop and painted it with my Cintiq. I'm lucky enough to have a Cintiq tablet to paint on. So, this is the general idea of where we're going, and I went ahead and modeled it because I had to rough out the textures, see what I was modeling in what order, and just generally know what was going on. So this is how your final product will look. As you can see, there's a lot of detail in the right half, and then the left half is bit simpler. And these air conditioners on the roof are key to making the whole thing look really urban. So the order we're going to do things is we're going to model the main building and the small building in a lesson, and then we're going to go right into windows, and I'm going to go ahead to model and texture windows. And then we're going to do stair and door. And then we'll do trim and detailing pieces and air conditioners. And we will texture as we go, which is a little different, but because each piece is made once and then duplicated many times, it makes most sense to make it, texture it, then duplicate it instead of having to model it, duplicate it, then texture, and then duplicate it again. So, that's the strategy, and let's go ahead and we'll dive right in.