This course is a practical guide to constructing 3D buildings that can be used to populate video game environments. Author Adam Crespi starts with a gas station taken from a photograph—retrieving measurements and dimensions with modular blocking and planning techniques in Adobe Photoshop—and then re-creates the building in Maya with polygonal modeling and advanced texturing techniques. The course shows how to model elements such as walls, doors, and roofs, including stacking UVs on a texture sheet, and also sheds light on simulating real-world details like dirt, wear, and grime, using ambient occlusion and normal baking in a high- to low-poly workflow. The final chapter shows how to export the model to the Unity gaming engine for final cleanup and rendering.
.Analyzing concept art for contours, texture, and shadow detail
.Blocking out the basic form of a building
.Modeling modular elements
.Planning for occlusion and texture stacking
.Creating the low-poly-count elements
.Planning a texture sheet
.Baking occlusion and normal maps
.Drawing detail at the right size
.Painting layers of dirt and wear
.Adding lights and refining materials
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