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Project Workflow: Creating a Next-Gen Sci-Fi Prop – Day 2

Project Workflow: Creating a Next-Gen Sci-Fi Prop – Day 2

In this series, aimed at already advanced artists, you will be able see the next-gen game art workflow of another artist, and learn some new tricks that will help you to push your own art even further.

Project Workflow: Creating a Next-Gen Sci-Fi Prop – Day 1

Project Workflow: Creating a Next-Gen Sci-Fi Prop – Day 1

In this advanced level tutorial series on creating next-gen game art assets, you will get an inside look at another artist’s workflow and learn many useful tricks and techniques that may help you to push your art even further. In this first part of the series we will be creating the high poly model based on some clean and deatailed concept art as reference.

How to Hand Paint Convincing Metal Textures

Metal texturing is something that is all too often done poorly by simply overlaying photos on top of one another. While this can look alright if done properly, it usually ends up looking like stone or concrete, which does not look or act the way that metal does in real life. We can counteract this by making our own low-contrast base texture, using our own brushes, and also using lots of layers and masks, and finally end up with a hand painted texture that looks and acts much more like real life metal.

How to Bake a Flawless Normal Map in 3ds Max

In video games, resources are always on a tight budget. Normal mapping allows the artist to achieve the look of a highly detailed model, while still using a very low triangle count and relatively small texture sizes.

An Introduction to Subdivision (High-Poly) Modeling Tools and Techniques

Subdivision modeling is a very common technique used when making almost all big name games, movies, and CG pieces. It allows you to make hard surfaces with nice beveled edges and a very high polycount in a short amount of time.

In this tutorial, you will learn the very basics of subdivision modeling. How it works, the common tools used, keeping forms, and how to apply it to your models. This tutorial is targeted towards 3D Studio Max users, however the same concepts can be easily applied to any other 3D program.