Game Art: Model & UV Map a Low Poly Character

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Free Online Course: Game Art: Model & UV Map a Low Poly Character provided by LinkedIn Learning is a comprehensive online course, which lasts for 3-4 hours worth of material. The course is taught in English and is free of charge. Upon completion of the course, you can receive an e-certificate from LinkedIn Learning. Game Art: Model & UV Map a Low Poly Character is taught by Joel Bradley.

Overview
  • Learn how to model low-polygon assets for games. This step-by-step course shows how using 3ds Max.

Syllabus
  • Introduction

    • Welcome
    • What you should know before watching this course
    • Using the exercise files
    • Setting up the Max project
    • A quick word about gamma and scale
    • Setting up the scene
    1. Modeling and Unwrapping the Drive Wheel Assembly
    • Creating the hub
    • Shaping the hub
    • Unwrapping the hub
    • Creating the drive shaft, part 1
    • Creating the drive shaft, part 2
    • Using symmetry modifiers to keep the shape
    • UV mapping the drive shaft
    • Building the drive cylinder
    • Using guide objects
    • Detailing the drive wheel
    • Finishing off the drive wheel
    • Setting up UV maps for the wheels
    2. Building and UV Mapping the Wheels and Tread
    • Creating the main wheel support
    • Refining the wheel support model
    • Creating the wheels
    • Modeling the wheels detail
    • Prepping the model for UV unwrapping
    • Unwrapping the wheels and support
    • Creating the single wheel
    • Uwrapping the single wheel
    • Creating the main support
    • Unwrapping the main support
    • Modeling the tread assembly frame
    • Creating the rest of the frame
    • UV mapping the frame mesh
    • Using splines to create the tracks
    • Unwrapping the tracks
    3. Creating and Mapping the Head
    • Modeling the head shape
    • Creating the eye sockets
    • Detailing the shape
    • Unwrapping the head
    4. Modeling and UV Mapping the Piston Assembly
    • Creating the piston support
    • UV mapping the support
    • Creating the support arm
    • Detailing the end of the arm
    • Unwrapping the support arm
    • Building the piston
    • Mapping the piston
    • Creating the piston connector
    • Unwrapping the connector
    5. Final Modeling, FBX Export, and Normal Map Baking
    • Creating the scoop base shape
    • Refining the scoop
    • Unwrapping the scoop
    • Attaching the mesh back together
    • Exporting the model
    • Baking out the normal map
    • Fixing the normal map issue
    Conclusion
    • Next steps