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Texturing

  • Cannon Texturing in Substance

    In this course, Philipp Schmidt will use Maya, Zbrush, UV Layout and Substance Painter to create a realistic looking ship cannon.

  • Bricks in Substance Designer

    In this course we will go over in-depth on how to create a procedural brick wall in Substance Designer 5, and wrap things up by rendering everything in Marmoset Toolbag.

  • Modular Sets in Blender

    In this course intended for intermediate viewers, instructor Alan Thorn explores how to build low-poly environment assets in a dark industrial theme using the Blender software.

  • Displacement vs Parallax Mapping in UE4

    In this course we will be looking at the various ways of displacing textures within UE4, as well as the pros and cons of each method and the best ways they can be utilized in a video game environment.

  • Stylized Dungeon Environment in Maya

    In this course we will be going through the process of creating a small stylized dungeon environment from the block-out stage to the final presentation.

  • Hand Painted Dagger Course

    In this course we will utilize a combination of Maya and Photoshop to take a concept for a stylized weapon and translate that into a fully realized low poly hand painted asset for use in a video game.

  • Photo Texture Creation in Photoshop

    Photographic Texture Creation in Photoshop introduces the theory and practice of capturing and prepping images, as well as a guide to creating the main necessary game textures from those images.

  • Stylized Creature Texturing

    In this course, we will be teaching the necessary skills to prepare and hand paint a 3D Creature for game production. Starting from the baking process and finishing with a final portfolio piece!

  • Intro to PixPlant

    In this course, Philipp Schmidt is going to give us an introduction PixPlant while showing us how to make some basic tileable textures.

  • Vehicle Creation for Mobile Games

    In this beginner level tutorial we will focus on the creation of a simple vehicle for mobile or low resolution games with a stylized, hand painted ascetic.

  • Camera Modeling Series

    In this series, we'll look at creating a high-resolution camera inside of Maya. We'll be creating the camera using a variety of methods to model each piece of the equipment.

  • Intro to Knald

    In this series, we're going to delve into Knald, a new map generation program for creating maps for normals, displacement, cavity, ambient occlusion and more.

  • Intro to Substance Designer

    In this course, Emiel Sleegers will be going over how to create a tileable texture using both ZBrush and Substance Designer.

  • Hard Surface Vehicle Texturing

    This tutorial takes a well rounded look at creating a texture for our high resolution Bradley fighting vehicle.

  • Polypainting in ZBrush

    In this course, Stephen Wells gives us a comprehensive overview of polypainting in ZBrush.

  • Stylized Character Texturing in 3D-Coat

    In this course, Ryan Ribot we will be teaching the necessary skills to prepare and hand paint a 3D Character for game production.

  • Stylized Character Modeling in Zbrush

    In this intermediate level course, instructor Ryan Ribot will be focusing on sculpting a High Resolution character asset using ZBrush.

  • The Radio Modeling Series

    In this course, Stephen Wells teaches you how to create a antique radio asset in 3ds Max.

  • Intro to Mudbox

    In this course, instructor Stephen Wells provides a comprehensive introduction into Mudbox.

  • Hand Painted Environment Texturing

    In this course, we're going to be exploring the hand painting texturing style as we create a rickety old cabin!

  • Build a Side-Scroller in UE4

    In this course, instructor Greg Mirles walks us through the process of building a side-scroller level using both 3ds Max and Unreal Engine 4.

  • Hard Surface Vehicle Texturing in Maya

    In this course, instructor Stephen Wells will be taking us through the process of unwrapping, sculpting, polypainting, and rendering his Hard Surface Sci-Fi tank.

  • The Modular Building Workflow

    In this video we discuss creating modular assets on the grid that are highly reusable, use Photoshop to create a texture sheet to quickly map to our modular building set.

  • Texturing with ZBrush and xNormal

    In this accelerated tutorial, Galen Davis takes us through a unique pipeline showing us how to export and UV inside of ZBrush, as well as an intro to xNormal, nDo, and Marmoset.

  • Baking Normal Maps Tips and Tricks!

    In this tutorial - we’ll show you many helpful tricks when baking both Normal and Ambient Occlusion maps in 3ds Max.

  • Tileable Textures with ZBrush

    In this beginners tutorial we start by showing you how to create modular geometry in 3ds Max, export it to Zbrush, then quickly get you up to speed on using ZBrush.

  • UDK Material Series: Part 1

    In this tutorial we take an introductory look at UDK’s material editor and cover the basics of importing textures and creating our own introductory materials.

  • UDK Material Series: Part 2

    Inside of UDK, we’ll start with creating a “parent” material as we cover Material Instancing, dive into animated Flipbooks, discuss Opacity and how

  • UDK Material Series: Part 3

    Bill Kladis takes us through even more advanced materials inside of UDK!

  • Modular Building in Unity and Blender

    In this course, instructor Alan Thorn takes you through the basics of Blender and Gimp while teaching asset creation pipeline, and follows up by teaching you how to import those assets into Unity.

  • Next-Gen Weapon Texturing

    In this course, instructor Stephen Wells finishes the creation of his Vampire Stake Launcher.

  • Creating and Texturing a Fantasy Shield

    In this course focused on sculpting and using dDo, instructor Galen Davis takes us through the complete pipeline of creating a Fantasy Shield.

  • Texturing an Industrial Door

    Damian Lazarski is at it again, and this time he delivers a big helping of the texture training you’ve been asking for!

  • Creating Foliage for UDK

    This in-depth tutorial covers everything you need to know about creating foliage! We’ll show how to make realistic looking grass, branches, and a full tree from the ground up.

  • Advanced Mesh Paint in UDK

    This tutorial takes an advanced look at UDK’s mesh painting features for game art (often called vertex painting).

  • The Sci-Fi Modular Floor Workflow

    Starting with the normal map baking process in 3ds Max, this tutorial will cover creating color and spec maps, setup a floor material in UDK, and finally add lights and decals.

  • Orc Body ZBrush Series

    In this complete course, instructor Stephen Wells will be walking through the process of finishing his Next Gen Orc character while showing you some tools, tips, and workflow methods used in ZBrush.

  • Orc Head ZBrush Series

    In this tutorial, Stephen Wells covers his process of sculpting, poly painting, and baking normal maps - completely step-by-step - for a Next-Gen Orc head model.

  • Complete Character Course: Demon Girl

    In this Complete Character Modeling course, instructor Dylan Brady takes us through the entire character creation process of his Demon Girl from start

  • The Sci-Fi Pistol Workflow

    In this intermediate tutorial, Galen Davis takes us through the full workflow process of creating this SciFi Pistol from start to finish!

  • Hand Painted Weapon Texturing

    In this tutorial we’ll show you the creation process for low poly weapons with a strong emphasis on hand painted texture maps.

  • Asset Workflow: The Briefcase

    This tutorial series takes a complete look at modeling and unwrapping a hard-surface prop, starting with creating a high poly of this bomb-case asset.

  • Workflow Series: The Treasure Chest

    In this tutorial series, we take you through the entire workflow of a treasure chest game asset from start to finish.

  • Substance Designer Workflow

    In this course, Emiel Sleegers is going to be covering walking you through the process of texturing a suitcase asset using both Substance Designer and Substance Painter.

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