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Weapons and Props for Games

Release date:2019

Author:Ethan Hiley

Skill level:Beginner

Language:English

Exercise files:Yes

This course covers the fundamentals of creating weapons and props for games. In this course you will go through the entire creation process: from reference and initial concept to final model. You will learn to deliver creative and appealing models that are optimized for real-time game engines. The course will go over geometry, design, texturing, and rendering–all to create fully-realized weapons and props for your portfolio. (Lectures by Ethan Hiley)

Table of Contents

Week 1 – Introduction and Gathering Reference
General overview of the course and expectations | Methods for gathering reference | Getting familiar with weapon terminology (how this assists in weapon art production)
01 – Week 1 – Course
02 – Week 1 – Maya Tool Tips
03 – Week 1 – General
04 – Week 1 – Booleans

Week 2 – Scene Preparation and Block-Out Phase
Introduction to block-out models and their importance (why we don’t rush straight into high-poly) | Setting up your Maya scene to begin production on block-out model | Establishing scale and proportions | Considering the animation and gameplay impacts on your model and accounting for them in block-out | Big picture: thinking silhouette and first-person perspective | Organizing your completed block-out scene
12 – Week 2
13 – Blockout Goals
14 – Grip Blockout
15 – Blockout Refinement
16 – Blockout Refinement 2
17 – Sight Prop Blockout
18 – Scene Organization
19 – Summary

Week 3 – High-Poly Modeling
Learning how to use Zbrush Dynamesh for fast high-poly modeling | Discussing the level of expected detail in a high-poly model | Modeling your high-poly mesh to maximize leverage of normal maps (edge width and tapered detail)
20 – Week 3
21 – High Poly Goals
22 – Using Zbrush for High Poly
23 – High Poly Model Part 1
24 – High Poly Model Part 2
25 – High Poly Overview
26 – Summary

Week 4 – Low-Poly Modeling
Identifying details necessary for low-poly and what can be baked from high-poly | Understanding low-poly silhouette and where geometry detail is necessary to avoid facetted edges | Modeling efficiently for unwrapping and baking
27 – Week 4
28 – Prop High Poly Overview
29 – Prop High Poly
30 – Low Poly Overview
31 – Revolver Low Poly
32 – Revolver Low Poly Part 2
33 – Attachment Prop Low Poly
34 – Summary

Week 5 – Unwrapping and Baking
Learning the principles of unwrapping for game weapons | Efficient unwrapping and overlapping on weapon assets | Packing UVs to maximize texel density | Understanding first-person camera perspective and how to unwrap accordingly | Baking normal maps inside of Marmoset Toolbag
01 – Week 5
02 – Establishing Texture Resolution
03 – Packing UVs
04 – Packing Prop UVs
05 – Summary

Week 6 – Texturing
Establishing base materials and surface material breakup | Using reference to identify material and texture detail for interesting wear and surface treatments | Identifying and capturing subtlety from reference images in the weapon texture | Covering the basic approach to realistic weapon texturing | How to make surfaces feel more organic and less procedural and “gamey”

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17 Comments

  1. Could you upload theses courses:

    – CGMA – THE ART OF LIGHTING FOR GAMES
    – CGMA – CHARACTER FACIAL SCULPTING WITH DMITRIJ LEPPEE
    – GAME ART INSTITUTE – DIGITAL REALISM THE FACE

    Please!!!!

  2. This is a great tutorial , I have a full tutorial in the Russian language can you provide the English language. I need only English audio for this course

  3. CGMA Creating Stylized Game Assets Course Please

    https://www.cgmasteracademy.com/courses/143-creating-stylized-game-assets

    Pleaseeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee 😀

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