Description
Course info
Level
Advanced
Updated
Jun 1, 2012
Duration
3h 43m
Description

In this Maya tutorial, we will focus on the creation of a real-time sports car by covering three main areas. We'll start by building the high-resolution model used for generating our detail maps. This can also be used for production renders and animation. Next, we can use this model to give us a head start in generating our game model, which will be no more than 10,000 polygons. Once the game model is built and optimized, we will focus on adding a good set of UVs before we generate its diffuse, normal, and specular texture maps. By the end of this tutorial, you will have learned not only how you can quickly create a high-resolution vehicle, but also a real-time version, too, and hopefully share some tips and shortcuts along the way, which you can then apply to any other project. Software required: Silo, Maya 2012, Photoshop CS6.

About the author
About the author

Antony Ward is a Freelance Digital Artist, Animator and Writer based in the UK.

More from the author
More courses by Antony Ward
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi, I'm Antony Ward, a freelance digital artist, animator, and writer based in the UK. I've been working in the games industry since the early 1990s. Since going freelance I've branched out into more production-based art and illustration, as well as writing three technical manuals and numerous tutorials. I've worked for many top studios like Electronic Arts, Infogrames, and Ragdoll Productions, and have a wide variety of skills including modeling, rigging, animation, and MEL scripting. In this course we'll focus on the creation of a real-time sports car, and to do so we will cover three main areas. First we will build a high-resolution model used for generating our detail maps. Next, we can use this model to give us a head start in generating our game model, which will be no more than 10, 000 polygons. Once the game model is built and optimized, we will then focus on adding a good set of UVs before we generate its diffuse, normal, and specular texture maps. The aim of this tutorial is to show how to quickly create not only a high-resolution vehicle, but also a real-time version too, and hopefully share some tips and shortcuts along the way that you can then apply to any other project. So that's me and what we will be doing, so with the introduction out of the way, let's move on to our first lesson.