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Fundamentals in Game Asset Creation

Course Details

  • 20 Jan 2014 - 17 Feb 2014
  • Current Fee: $349 USD

  • This course is closed for enrollments, you can be notified the next time it runs by filling in the form below.
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INTERESTED IN THIS COURSE?

This course is closed for enrollments, submit the form to get notified early next time this course runs.


Course Overview

In this new, expanded, course students will gain a comprehensive knowledge of what it takes to complete a high quality game asset. Using a standard game prop, students will learn to build an asset starting from high polygon sub-d modeling, to exporting the final asset into the latest UDK engine. It is designed as a crash course for beginner modelers interested in game asset creation, but also as a catch up course for industry veterans who haven't had a need or chance to learn recent techniques.

You will start by learning the fundamentals of high poly modeling in 3ds max, though other programs may be utilized. You will learn basic high poly modeling and various sub-d surface modeling techniques standard in the industry.

Then we will move onto the foundations of creating a solid 3D game model and explore methodologies to construct a very efficient yet high quality game model.

Through this, you will gain an extensive understanding of baking the high poly to the low poly asset, understand smoothing groups, UV layouts, shell construction and processes used to troubleshoot issues with the normal bake process.

You will use these processes to create additional bakes such as ambient occlusion, lighting maps, cavity maps, displacement maps and explain the various ways to use these maps to enhance the game asset.

After we have baked out our asset, you will learn how to create a diffuse map to achieve the highest quality in game visuals. You will also learn how to effectively create a strong specular map and learn to control it using a gloss map.

Once complete we will export our asset into the latest UDK engine, creating our package and setting up the final passes of lighting and collision.

Advanced topics such as tangent basis and explicit and non-explicit projection mapping, will be provided for students wishing to fully understand the process, along with additional information if required.

Along the way, you will be given additional resources, articles, and information pertinent to an ever-changing industry. You will be made aware of additional tools and programs available both old and new as they reshape the processes of this industry.

Testimonials


"I think that the video lectures were excellent in both quality and content. Well executed and well structured from start to finish. It was a great experience and I would do it all again!" - Jeff Spaulding


"Having recently finished a Degree in Animation, I was unsure if this would bring anything new to my knowledge bank. I was a little bit stunned that your techniques are so simple and logical, but aren't taught by the mainstream."
- Richard Stein


"It was also really great to be able to ask questions and get critique from someone who does this everyday."
- Sarah McNeal


"I come from an academic background with no history of online workshops… I took a risk. And it paid off. Not only did it pay back in full, but the return on investment was above and beyond my expectations."
- Jeff Spaulding

 

Checkout this 52 minute video where Andrew outlines some of what will be covered in the course.



  • Andrew Collins

    I am the art director at Battlecry Studios and a veteran of the video game industry having worked on titles like.....

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