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‘Next-Gen Boiler’ – Part 1

‘Next-Gen Boiler’ – Part 1

This entry is part 1 of 3 in the series 'Next-Gen Boiler'

In this tutorial I’ll show you how to create a next-gen, game model of an old weathered Boiler, with the help of only one black & white reference image. The whole process will cover the Low poly Modeling, High poly Modeling, UV mapping, Textures baking (i.e Normal and Occlusion maps) and Diffuse Texturing. Finally we’ll be applying Xoliul’s shader in Maya for realtime rendering of the model.

Crafting a Detailed ‘Next-Gen Boiler’ – Part 2

Crafting a Detailed ‘Next-Gen Boiler’ – Part 2

This entry is part 2 of 3 in the series 'Next-Gen Boiler'

In this tutorial I’ll show you how to create a next-gen, game model of an old weathered Boiler, with the help of only one black & white reference image. The whole process will cover the Low poly Modeling, High poly Modeling, UV mapping, Textures baking (i.e Normal and Occlusion maps) and Diffuse Texturing. Finally we’ll be applying Xoliul’s shader in Maya for realtime rendering of the model.

Crafting a Detailed ‘Next-Gen Boiler’ – Part 3

Crafting a Detailed ‘Next-Gen Boiler’ – Part 3

This entry is part 3 of 3 in the series 'Next-Gen Boiler'

In this tutorial I’ll show you how to create a next-gen, game model of an old weathered Boiler, with the help of only one black & white reference image. The whole process will cover the Low poly Modeling, High poly Modeling, UV mapping, Textures baking (i.e Normal and Occlusion maps) and Diffuse Texturing. Finally we’ll be applying Xoliul’s shader in Maya for realtime rendering of the model.

Crafting A Detailed ‘Next-Gen Boiler’ – Part 4 UVMapping

Crafting A Detailed ‘Next-Gen Boiler’ – Part 4 UVMapping

This entry is part 4 of 3 in the series 'Next-Gen Boiler'

In this tutorial I’ll show you how to create a next-gen, game model of an old weathered Boiler, with the help of only one black & white reference image. The whole process will cover the Low poly Modeling, High poly Modeling, UV mapping, Textures baking (i.e Normal and Occlusion maps) and Diffuse Texturing. Finally we’ll be applying Xoliul’s shader in Maya for realtime rendering of the model.