Paths

Game Environment Modeling

Authors: Dan John Cox, Alex Jerjomin

Building a game is a multi-faceted project that includes multiple disciplines. A vastly important part of creating your game is the environment and the art used to create it. This... Read more

Beginner

At the completion of this section, you will be comfortable creating assets for game props that you can import into a game engine to create your scene. These assets will be modeled, textured, and ready to implement.

1

Game Prop Modeling Fundamentals

by Dan John Cox

Dec 20, 2016 / 4h 21m

Beginner • 4h 21m

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Description

Props are the various object players will inevitably interact with in games, from small cans and papers, to show stopping "hero props" like dynamic machines and traps or devices. These things add life and energy to game worlds and help provide context. In this course, Game Prop Modeling Fundamentals, you will first learn how to model a detailed high polygon prop inside 3ds Max and Zbrush. Next, you'll try your hand at designing unknown elements of a prop without guidance. Finally, you'll learn to work within the expected game constraints to save time and increase quality. When you're finished with this course, you'll understand what goes into creating a high poly game prop and be able to do it yourself. Software require: 3ds Max 2017, ZBrush.

Table of contents
  1. Course Overview
    59s
  2. Blocking In
    42m 56s
  3. Designing the Unknown
    53m 31s
  4. Preparing for Zbrush
    48m 47s
  5. Sculpting Fundamentals
    1h 1m 58s
  6. Sculpting Details
    53m 23s
2

Game Prop Texturing Fundamentals

by Dan John Cox

Feb 28, 2017 / 4h

Beginner • 4h

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Description

Creating the best prop model for video game development can be a complex task to fully understand. There are polycounts, unwraps, baking, textures, and many other things which all need to be set up correctly, otherwise your final in-game prop will look flawed. This course, Game Prop Texturing Fundamentals, will help you solve and understand those various difficult concepts. You will learn how to create a simple and effective low poly model and what kind of polycount or triangle count you should have. You'll also learn how to unwrap and bake details from your high poly model perfectly in Substance Painter. Finally, you'll create textures inside Substance Painter using many procedural methods to create a game prop that you can import into Unity 5. By the end of this course, you'll be able to create detailed props that are ready for game development environments. Software required: zbrush 4r7, Substance Painter 2, 3Ds Max 2017, Unity 5.

Table of contents
  1. Course Overview
    1m 2s
  2. Building the Low Poly Model
    58m 22s
  3. Unwrapping the Model
    41m 41s
  4. Introduction to Substance Painter and Baking
    51m 14s
  5. Texturing Inside Substance Painter
    1h 8m 41s
  6. Putting the Asset into Unity
    19m 21s

Intermediate

At the completion of this section, you will be comfortable creating assets for game environments, creating textures for larger game environments, and have an intermediate grasp on preparing game environments for production.

3

Game Environment Modeling Fundamentals

by Alex Jerjomin

Nov 11, 2016 / 4h 53m

Intermediate • 4h 53m

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Description

Environment modeling is an essential part of game level creation. In this course, Game Environment Modeling Fundamentals, you'll start with creating a black out of a dungeon scene. Next, you'll split the scene in to individual assets, and will sculpt high resolution props in ZBrush. Finally, you'll take it in to Marmoset Toolbag and create a final render of the scene. By the end this course, you'll know how to layout and model your own game environment. Required Software: 3ds Max, ZBrush, Photoshop, Marmoset Toolbag.

Table of contents
  1. Course Overview
    1m
  2. Creating a White Box
    40m 5s
  3. Creating Base Meshes
    1h 16m 10s
  4. Sculpting Props in ZBrush
    2h 7m 24s
  5. Rendering in Marmoset
    48m 24s
4

Game Environment Texturing Fundamentals

by Alex Jerjomin

Jan 12, 2017 / 2h 57m

Intermediate • 2h 57m

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Description

Creating textures for games can sometimes be a very involved and confusing process. In this course, Game Environment Texturing Fundamentals you will be texturing a game environment that consists of different materials. First, you will create low polygon meshes to be used as the base of your work. Next, you will UV and bake maps on to those meshes to lay the ground work for texturing. Finally, you will create your own stylized textures in Photoshop. When you're finished with this texturing course, you'll not only be able to texture the game environment at hand, but also have sufficient skills to texture different materials and environments in the future. Software required: 3DS Max, zBrush, Photoshop, xNormal Optional: Topogun.

Table of contents
  1. Course Overview
    59s
  2. Retopology Fundamentals
    27m 11s
  3. UV Creation Fundamentals
    26m 22s
  4. Detail Baking Fundamentals
    17m 7s
  5. Rock Texturing Fundamentals
    55m 21s
  6. Metal Texturing Fundamentals
    21m 28s
  7. Cloth Texturing Fundamentals
    28m 52s
5

Designing a Modular Structure for Games in 3ds Max

by Dan John Cox

Oct 28, 2015 / 1h 56m

Intermediate • 1h 56m

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Description

In this 3ds Max tutorial, we'll learn how to design modular structures for video games. Without modularity, many games would require many more resources to be made. We'll cover how to anticipate the needs of your modular structure and how to quickly detail out our design in 3D. By the end of this 3ds Max training, you'll be more knowledgeable in the principles of modularity and will understand how to design your own modular structure for games. Software required: Photoshop CC, 3ds Max 2014.

Table of contents
  1. Introduction and Project Overview
    53s
  2. Designing a Modular Structure for Games in 3ds Max
    1h 55m 29s

Advanced

At the completion of this section, you will be comfortable creating modular game assets that you can import into a game engine to create your scene. These assets will be modeled, textured, and ready to implement into your game production pipeline.

6

Hard Surface Modeling a Modular Structure for Games in 3ds Max

by Dan John Cox

Dec 18, 2015 / 1h 52m

Intermediate • 1h 52m

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Description

In this course, we'll look at methods for modular modeling inside 3ds Max. When it comes to creating believable game art, detail and structure are important. With that in mind, we'll cover a detailed process to ensure our model has a final look that'll transition well. We'll also make sure our models will work later in the process, such as baking and detailing in ZBrush. By the end of this 3ds Max tutorial, you'll understand the subdivision modeling practices needed to finish out your own modular structure for games. Software required: 3ds Max 2014.

Table of contents
  1. Introduction and Project Overview
    54s
  2. Hard Surface Modeling a Modular Structure for Games in 3ds Max
    1h 51m 23s
7

Sculpting Modular Structures in ZBrush

by Dan John Cox

Aug 2, 2016 / 2h 18m

Intermediate • 2h 18m

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Description

Modular structures can be tricky to create, but they don't have to be. In this course, Sculpting Modular Structures in ZBrush, you'll get a good understanding on how to sculpt while still thinking modularly. First, you'll learn how to use array meshes inside of ZBrush for modularity. Then, you'll learn how to sculpt believable stone and learn how to differentiate metal sculpting from stone. Finally, you'll learn how to think about the modularity of the structure when it comes to detail. Upon completion of this course, you'll know how to successfully sculpt a detailed modular structure. Required Software: ZBrush 4r7, 3D Studio Max.

Table of contents
  1. Course Overview
    1m 12s
  2. Preparing the Modular Parts
    33m 57s
  3. Sculpting Stone
    44m 7s
  4. Sculpting Metal
    35m 24s
  5. Finishing the Sculpt
    23m 26s
8

Creating Game-ready Modular Structures in 3ds Max

by Dan John Cox

Oct 6, 2016 / 2h 58m

Intermediate • 2h 58m

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Description

Breaking down a modular structure into a game ready asset can be tricky if you want to maintain the ability to reuse the mesh frequently. Reusing a mesh is often not discussed in detail, but it is very technically challenging the first time. In this course, Creating Game-ready Modular Structures in 3ds Max, you'll look at how to get the best reuse from your model and make as many different shapes as possible to fit in the game. First, you'll learn how to look at the tools for optimizing a low-poly model. Next, you'll learn how to create a mesh that is easily repurposed. Then, you'll learn how to quickly and easily unwrap a complex asset. Finally, you'll learn how to turn your original structure into a new and unique design. By the end of this course, you'll know how to get a great modular structure into your next game. Software required: ZBrush, Unreal Engine 4, 3ds Max, xNormal.

Table of contents
  1. Course Overview
    1m 14s
  2. Creating the Low Poly Model
    1h 4m 51s
  3. Unwrapping
    23m 50s
  4. Baking
    34m 30s
  5. Repurposing
    54m 6s
9

Realistic Texturing of Modular Structures in Substance Painter 2

by Dan John Cox

Oct 19, 2016 / 2h 42m

Intermediate • 2h 42m

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Description

In this course you'll texture modular structures to finish up your game assets. You'll look at texturing all the parts procedurally with Substance Painter 2, which will allow you to best reuse the parts you've modeled. In this course, Realistic Texturing of Modular Structures in Substance Painter 2, you'll explore how to use the procedural tools inside Substance Painter 2 to accomplish texturing a modular structure quickly and beautifully giving you more time to focus on pure quality. First, you'll learn getting a practical understanding of the Substance Painter 2 interface. Next, you'll discover how to create stone and metal procedural textures from scratch. Finally, you'll learn how to import your own textures into Unreal with standard and custom export settings. By the end of this course, you'll gain a detailed understanding of Substance Painter 2 while learning how to make your own compelling textures from modular structures. Software required: Substance Painter 2, Unreal Engine 4.

Table of contents
  1. Course Overview
    1m 18s
  2. Setting up in Substance Painter 2
    38m 16s
  3. Texturing Stone
    41m 12s
  4. Texturing Metal
    48m 15s
  5. Refining Detail
    19m 57s
  6. Exporting and Setting up in Unreal Engine
    13m 8s

What you will learn

  • How to create game props and game environments from concept art
  • Common modeling tools, workflows, and techniques
  • How to texture game assets to import into the game engine of your choice

Pre-requisites

To get the most from this path, it is recommended that you have an understanding of art, drawing skills, 3d modeling, texturing and software interfaces for ZBrush, 3ds Max, Maya, and Substance Painter.

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