In this series of Softimage tutorials, we will learn how Softimage can be used to create next-generation game assets that contain high levels of detail. This tutorial will take you through every step of the creation process, so we will start by setting up rotoscopes within Softimage to use as reference. From there, we will use a variety of polygon modeling techniques to create low-resolution and high-resolution versions of our asset. Once that stage is complete we will use the Softimage Ultimapper to transfer all of the hi-res detail back to our low-res mesh using normal maps. Software required: Softimage 7.5.
Kyle was one of the first authors for Digital-Tutors (now a Pluralsight company) and has been a part of the team for over 10 years. Kyle began his career in computer graphics education as a college instructor and worked as a Digital-Tutors rendering tutor and curriculum manager since 2002.
Introduction and Project Overview Hello, I'm Kyle with Digital Tutors, an Autodesk authorized publisher. In this series of lessons, we'll learn how Softimage can be used to create next generation game assets that contain high levels of detail. We'll take you through every step of the creation process of this asset. So, we'll start by setting up roto-scopes within Softimage to use as reference. From there, we'll create a low resolution mesh of our asset that could really, from there, be directly taken into a game engine. But once that stage is complete, we'll then model out a very highly detailed version of our asset and we'll use Softimage's Ultimapper to transfer all of this high resolution detail back onto our low resolution mesh using normal methods. So, after viewing these lessons, you'll have a strong understanding of polygon modeling workflows, UV layouts, and many other concepts that will allow you to create your own game-ready assets within Softimage. So, we've got a lot of material to talk about over the course of these next few hours. So, let's go ahead and get started.