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Creating Props for Games, Vol. 1

Modeling and Baking Normal Maps for Production


Creating assets for real-time game projects has become more intuitive and streamlined than ever. By breaking down the entire process into easily digestible sections, we can focus on the most important parts in the creative process while staying non-destructive and open to improvements all the way through to our final bakes. In this introduction to creating props for games, senior environment artist Nick Reynolds examines each step of the process starting with the basic fundamentals and building up to a final low poly model of a sci-fi vehicle. Beginning with easy to follow lectures using simple primitives, Nick explains how you can take detailed information from your high poly models and bake it into a texture for use on an optimized low poly object. Once the fundamentals are fully examined, the lessons are then shown in practice on a complex model using Maya, ZBrush, Substance Painter, Marmoset Toolbag and xNormal. In the end, viewers will have a full understanding of how to create their own game assets from start to finish, moving forward with confidence through all of the steps and hurdles involved in getting a great end result for your real-time game project.

Duration: 7h 15m

Format: HD 1920x1016

Nick Reynolds

Senior Environment Artist at Riot Games

Nick Reynolds has extensive experience in video game development as an environment artist. He balances creative drive with organization and discipline, which has made him a sought-after artist in the field. Nick brings these skills to his instruction at the Gnomon School. He has provided his experience to companies like Sony Santa Monica, Red Fly Studio, Vigil Games, Red Storm Entertainment and Pandemic Studios. His resume includes major titles such as God of War: Ascension, Inertia: Escape Velocity, Thor: God of Thunder, Force Unleashed 2 and Ghostbusters.