Current Chapter: Chapter 1 - Introduction
Up Next: Chapter 2 - Using the Grid

Sci-Fi Modular Floor Workflow

Starting with the normal map baking process in 3ds Max, we'll create a color and specular map using Photoshop, use selection masks created with Render to Texture, set up a material for the floor piece, and finally add some lights and decals when we put it all together inside of UDK. With lots of great tips and practical hands on techniques, this video serves as a great workflow tutorial for high quality game assets.

Chapter 1 - Introduction
00:50
Chapter 2 - Using the Grid
03:18
Chapter 3 - Exploding the Low for Baking
01:42
Chapter 4 - Baking the AO and Normal Maps
10:23
Chapter 5 - Baking out a Selection Mask
06:28
Chapter 6 - Importing the Mesh into UDK
04:37
Chapter 7 - Starting our Base Color Map
06:30
Chapter 8 - Using our Selection Mask
05:32
Chapter 9 - Adding Paint Layers
06:12
Chapter 10 - Adjusting Values in the Color Map
04:00
Chapter 11 - Adding Grunge Layers
06:26
Chapter 12 - Adding Dust and Rust Layers
16:23
Chapter 13 - Rust Edging and Scratch Pass
11:58
Chapter 14 - Creating an Opacity Mask
05:46
Chapter 15 - Creating the Specular Map
08:50
Chapter 16 - Setting up the Final Material
09:18
Chapter 17 - Decals and Lighting Pass
05:14

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