In this tutorial, we will be modeling and texturing a low poly game character. Rather than focusing on the higher-end scale that is commonly seen in other tutorials, with this tutorial we will be limiting ourselves to just a few thousand polygons. We will begin, not by sculpting a high detail model in ZBrush or Mudbox, but by focusing on the character's actual low polygon in-game model. Once that's built and optimized, we will then focus on adding a good set of UVs before we move onto painting diffuse, normal, and specular texture maps. By the end of this tutorial, we will have taken a look at numerous tips, techniques, and shortcuts all geared towards saving precious time by simply focusing on the actual game model itself. Software Required: Silo 2.2, Maya 2012, 3D-Coat 3.7, Photoshop CS4, CrazyBump.
Introduction and Project Overview [Autogenerated] Hi, I'm Anthony Water, freelance digital artist, animator and writer based in the UK I've been working in the Games industry since the early 19 nineties. Since going freelance, I branched out into more production, based out in frustration as well as writing through technical manuals and numerous tutorials. I work for many top studios like electric cars, Guns, productions and Sumo Digital have a wide variety of skills, including modeling, rigging, animation and Mel script. This course will be building a real time character. But rather than focus on the higher end of the scale, which we see demonstrated all the time, we'll be limiting ourselves. A few 1000 polygons begin not by sculpting a high detail model in Zebra shark box, but by focusing on the characters. Actual low polygon in Game Model Way will be working primarily in Siler, Maya and Photo Shop. But feel free to use whatever applications you want, what's built in optimize. We will lend books and I think a good set of you these before we move on to painting, use normal and speculate texture maps. This tutorial to show you that for lower polygon assets, burning precious time generating super high resolution models First isn't the only option. There are lots of tricks and shortcuts to get high quality artwork just by focusing on the actual game model itself, which, let's be honest, is the most important part. So that's May and what we'll be doing. So with the introduction out of the way, let's move on to the first lesson.