In this course you will learn to create a photo-real game prop using modern game art production techniques. You will gather reference, generate a base model, create a high polygon model, bake details onto a low poly model, and then texture and present a final portfolio piece. This course is aimed at students who have some knowledge in 3d and game art and would like to learn more advanced techniques employed in the creation of modern game assets. We will be using Maya, Zbrush, Marmoset, and Substance Painter extensively throughout the course. When you are finished you will have your own model based of of a real-world prop suitable for use in modern game engines.
Offrez à votre carrière le cadeau de Coursera Plus avec $160 de réduction, facturé annuellement. Économisez aujourd’hui.
Current Gen 3D Game Prop Production
Ce cours fait partie de Spécialisation Art for Games
Instructeur : Andrew Dennis
6 497 déjà inscrits
Inclus avec
(43 avis)
Expérience recommandée
Ce que vous apprendrez
Model accurate block-in, mid poly meshes
Create high poly models with a real world level of accuracy
Create game-ready low poly meshes for a real-time environment
Texture and render models to give them the appearance of photo-realism
Détails à connaître
Ajouter à votre profil LinkedIn
10 devoirs
Découvrez comment les employés des entreprises prestigieuses maîtrisent des compétences recherchées
Élaborez votre expertise du sujet
- Apprenez de nouveaux concepts auprès d'experts du secteur
- Acquérez une compréhension de base d'un sujet ou d'un outil
- Développez des compétences professionnelles avec des projets pratiques
- Obtenez un certificat professionnel partageable
Obtenez un certificat professionnel
Ajoutez cette qualification à votre profil LinkedIn ou à votre CV
Partagez-le sur les réseaux sociaux et dans votre évaluation de performance
Il y a 6 modules dans ce cours
To start the project we will choose an object to model, gather reference, and create a initial, rough block-in of the model. The goal is to understand as much about the object as we can before we start modeling. This will likely be the lightest workload of the course, so make sure to take the extra time to check over the essentials module and make sure you have mastered the skills covered there. Later weeks will be much more time-consuming.
Inclus
9 vidéos2 lectures3 devoirs1 évaluation par les pairs
In this module you will work to create the form of your model. This mid-poly block-in will not be textured, nor smoothed into a high resolution model. The goal is to create a mesh that is accurate to your reference that can become the starting point for your high and low poly models. This is often the most challenging part of the process.
Inclus
8 vidéos1 devoir1 évaluation par les pairs
In this module you will take the low poly block in and generate a high polygon mesh that is accurate to the real world model as possible. We will be using a combination of sub division modeling and . The sky is the limit with poly counts, this model will never be UV unwrapped, it will just be used to generate texture maps for the game-ready version.
Inclus
10 vidéos2 devoirs1 évaluation par les pairs
In this module you will take the mid-poly model from week 2 and reduce the geometry. This is the model we will be UV unwrapping and baking maps to. The goal for this model is to still achieve the silhouette of our object while using fewer vertices than the mid or high poly model.
Inclus
9 vidéos1 devoir1 évaluation par les pairs
In this module you will take your low-poly model and add back the missing detail from the high-poly by baking texture maps. You will also use Substance Painter to add color, material, and micro-details not present in the high poly. This is where the model will start to become photo-real. The goal here is to take a well crafted model and use texture maps to bring it to life.
Inclus
9 vidéos2 devoirs1 évaluation par les pairs
This last week is set aside for you to spend more time polishing you model and going back to fix any issues that might have popped up during production. Often you will get to the end of a project and realize there were things you should have approached differently. Taking the feedback you received from the previous week's project, resubmit a final, portfolio ready version of your work. Our goal is to finish the course with the best possible looking final result.
Inclus
4 vidéos1 devoir1 évaluation par les pairs
Instructeur
Offert par
Recommandé si vous êtes intéressé(e) par Music and Art
Pontificia Universidad Católica del Perú
University of Illinois Urbana-Champaign
Universitat Autònoma de Barcelona
Pour quelles raisons les étudiants sur Coursera nous choisissent-ils pour leur carrière ?
Avis des étudiants
Affichage de 3 sur 43
43 avis
- 5 stars
81,81 %
- 4 stars
18,18 %
- 3 stars
0 %
- 2 stars
0 %
- 1 star
0 %
Ouvrez de nouvelles portes avec Coursera Plus
Accès illimité à plus de 7 000 cours de renommée internationale, à des projets pratiques et à des programmes de certificats reconnus sur le marché du travail, tous inclus dans votre abonnement
Faites progresser votre carrière avec un diplôme en ligne
Obtenez un diplôme auprès d’universités de renommée mondiale - 100 % en ligne
Rejoignez plus de 3 400 entreprises mondiales qui ont choisi Coursera pour les affaires
Améliorez les compétences de vos employés pour exceller dans l’économie numérique
Foire Aux Questions
The course is designed with these programs in mind due to their place as industry standard tools. You may use other tools if you wish (blender, gimp, etc) and apply the same techniques to those programs, but keep in mind the course was designed for Maya, Zbrush, Substance, and Marmoset
While making models for games is all about getting it into the game, presenting your work in the best possible light is a big part of art. For personal or portfolio projects you should always take the time to present them. A few hours of lighting and rendering in marmoset will get much better results than spending those hours further polishing your model and textures.
You will find the difficulty of your project has a lot to do with the complexity of the model you attempt to create. If it is your first time tackling these subjects I recommend keeping it simple for this course (a screwdriver rather than a car). You can always spend more time later improving and polishing your work after the course. Perfect is the enemy of done!