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Creating a AAA Game Asset

Release date:2020

Author:Emiel Sleegers

Skill level:Beginner

Language:English

Exercise files:Not Provided

In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time.

High Poly
Part 1 of 7. In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In this first part he covers reference gathering and how he will approach creating the asset in the series, before he demonstrates the creation of the high poly model using 3DsMax.

Low Poly
Part 2 of 7. In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In the second part of this series, he demonstrates how to turn the high poly asset into a low poly, game ready asset. He makes use of a non-destructive workflow to do this quickly and efficiently, while showing some handy tips and tricks throughout the process.

UV Unwrap
Part 3 of 7. In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In the third part of this series, he shares how to UV unwrap the asset. He goes over multiple techniques, some handy scripts that can be used and the overall quickest and most efficient way to unwrap a 3D asset.

Baking Texture Maps
Part 4 of 7. In this seven-part course, Emiel Sleegers covers in real-time, the creation of an environment asset, in this case, a fire hydrant, for use in AAA games. In the fourth part of this series, Emiel covers how to bake texture maps from a high poly model onto a low poly model. He demonstrates this using Marmoset Toolbag. He covers multiple techniques to get a quick, clean bake and explains what you can do to fix any issues that might come up during the process.

Texturing
Part 5 of 7. In this seven-part course, Emiel Sleegers covers in real-time, the creation of an environment asset, in this case, a fire hydrant, for use in AAA games. In the fifth part of this series, Emiel covers how to create the final texture work for the fire hydrant asset using Substance Painter. He sets up the base scene and demonstrates adding normal map details like bolts and welding seams.

Base Paint and Details
Part 6 of 7. In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In the sixth part of this series, Emiel covers how to create the final details for the Fire Hyrdrant Asset using Substance Painter, where he sets up the base metal of the hydrant, and adds wear and tear details, such as paint chips, scratches and damage.

Final Render
Part 7 of 7. In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In the final part of this series, Emiel covers some final touch ups in Substance Painter, and then exports the asset into Marmoset Toolbag where he demonstrates how to set up and execute the final render, making the asset ready for presentation in a portfolio.

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