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THE GNOMON WORKSHOP ENVIRONMENT MODELLING FOR GAMES BOOKWARE ISO-LZ0
THE GNOMON WORKSHOP ENVIRONMENT MODELLING FOR GAMES BOOKWARE ISO-LZ0 | 2.1GB
Genre: eLearning | Language: English

In this demonstration, Nate explains and shows the process by which a piece of concept art is interpreted and used to model out a game environment in Maya. In the process, Nate will explain various modeling tools, techniques, and workflows, as well as numerous theories and methods used to create game art. A timelapse video of the entire modeling session is included so that the viewer can see and understand all the techniques being used. Nate will also cover common errors and mistakes to avoid so that the scene will run efficiently in real time and light correctly.




Topics Covered
    Interpreting concept art and using it properly
    Maya scene setup for modeling environments
    Using Maya image planes
    Scene blockout modeling and planning
    Using the Maya grid for precision
    Translation and poly modeling tools
    Using curves, curve history techniques, and creating curves from edges
    Proxy modeling techniques
    Selection tools and tricks
    Variety of theories and workflows explained to understand different pipelines
    Modular building and geometry reuse to build a scene efficiently
    How to clean up modeling properly so that it will texture and light well
    Color sets, bake sets, ambient occlusion, and how to stress test your environment
    How to model high poly geometry to be used later for texturing and ZBrush
    Creating normal maps from high poly objects
    Mental Ray lighting basics

Chapters
    Concept Art
    Scene Blockout
    Translation Tools
    Modeling Tools
    Modeling with Curves
    Proxy Modeling
    Selection Tools
    Modeling from Concept, Part 1
    Modeling from Concept, Part 2
    Modeling from Concept, Part 3
    Modeling from Concept, Part 4
    Modeling Cleanup
    High Poly Detail
    Conclusion


THE.GNOMON.WORKSHOP.ENVIRONMENT.MODELLING.FOR.GAMES.BOOKWARE.ISO-LZ0


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