Creating Next-gen Game Assets in Softimage
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. Software required: Softimage 7.5.
What you'll learn
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.
Table of contents
- Setting up Rotoscope References 6m
- Getting Started with Modeling the Central Area of the Gun 11m
- Modeling the Gun's Handgrip 9m
- Creating the Ammunition Magazine for the M-16 9m
- Finishing the Magazine and Trigger Geometry 12m
- Repurposing Geometry to Create the Trigger Guard 7m
- Adding Secondary Details to the Main Area of the Weapon 15m
- Modeling the Forward Hand Guards of the M-16 7m
- Creating the Weapon's Barrel and Front Sights 8m
- Finalizing the Geometry for the Front Sights 8m
- Modeling the Shoulder Stock of the M-16 8m
- Cleaning and Redirecting Shoulder Stock Geometry 9m
- Modeling the M-16 Scope 8m
- Optimizing Polygon Count in Our Low-res Geometry 9m
- Starting High Resolution Detailing of the M-16 11m
- Modeling High Resolution Details for the Weapon Scope 8m
- Adding Detailed Ridges for the Forward Hand Guards 11m
- Detailing the Handgrip Area of Our Weapon 12m
- Modeling the Subtle Raised Areas on the M-16 8m
- Creating Recessed Areas of the Magazine Clip 5m
- Adding Several Secondary Details to the M-16 10m
- Modeling the Weapon's Ejection Port Cover 9m
- Refining and Detailing the Trigger Guard Geometry 6m
- Detailing the Front Handle of the M-16 9m
- Starting the UV Layout Process on Low-resolution Geometry 12m
- Applying UVs to Cylindrical Areas of the M-16 8m
- Techniques for Fixing Overlapping UVs in Softimage 9m
- Utilizing Contour Stretch UV Subprojections 7m
- Laying out the UVs of the Forward Hand Guards 9m
- Laying out the UVs of the Front Sights 14m
- Creating UVs for the Central Area of the M-16 14m
- Merging All Low Resolution Geometry into a Single Mesh 13m
- Merging All High Resolution Geometry into a Single Mesh 11m
- Using the Ultimapper to Create Detailed Normal Maps 12m
- Fixing Ultimapper Sampling Errors Using Photoshop 7m
- Creating Color Maps for the Weapon Using Photoshop 8m