Hand Painted Dagger
During 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 within a videogame environment.
We'll start by briefly analyzing the concept, deciphering the different
elements which will make up the model, and then from there, give
ourselves some realistic constraints to adhere to. By utilizing the default set of tools available in Maya we will create a low poly mesh which maintains the character of the concept and move on to assign it a UV unwrap of which will be easy to read and more user friendly
paint in Photoshop. We'll also take a look at some of the process and techniques used to create the texture map being sure to replicate the crafted look of the concept. Tools such as clipping masks, Variations and Dilation will be utilized to help keep our texture easy to maintain and looking neat for potential future revisions. Throughout the creation process we'll also touch upon how things relate to a production environment whilst also pointing out any areas which are likely to generate the need for so
me problem solving.
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- Chapter 1 - Intro
- Chapter 2 - The Concept and Preparation
- Chapter 3 - Modeling the Blade
- Chapter 4 - Modeling the Blade 02
- Chapter 5 - Modeling the Rainguard
- Chapter 6 - Modeling the Crossguard
- Chapter 7 - Modeling the Grip
- Chapter 8 - Modeling the Pommel
- Chapter 9 - Mesh Optimization
- Chapter 10 - Unwrapping the Sword
- Chapter 11 - Creating the Other Half
- Chapter 12 - Photoshop Preparation
- Chapter 13 - Painting Value
- Chapter 14 - Photoshop Timelapse 01
- Chapter 15 - Implementing Basic Colors
- Chapter 16 - Photoshop Timelapse 02
- Chapter 17 - Variation Tool
- Chapter 18 - Adding Details
- Chapter 19 - Finishing Touches
- This video course is also available for purchase from the 3dmotive digital store!