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Digital Tutors - Creating Game Weapons in MODO
Duration 2h 6m
Difficulty Level Intermediate
Project Files Included
Software used
MODO 701, Marmoset Toolbag
What you will learn
In this series of MODO tutorials, we are going to go through the process of building and detailing a fantasy war hammer using MODO.
When building 3D assets, the ability of your computer to manipulate those objects is limited, especially when dealing with very high resolution meshes. Because of this, we use 2D images, like normal maps, to simulate the high resolution detail in a way that we can more easily use. We'll begin by building the base geometry for our weapon in MODO. Once the base geometry is modeled, we will use MODO's sculpting tools to created some high-resolution detail.
Then we will talk about creating the low resolution mesh along with its UV layout. To finish up, we will generate maps for the color and specularity before viewing our game weapon in Marmoset Toolbag.
When finished, you will have a better understanding of the workflow involved in building and sculpting high resolution props and set pieces with MODO and creating useable assets from them.
Tutor
Justin Marshall
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Introduction and project overview 00:58
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Building the handle 13:43
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Modeling the head of the ram 08:28
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Modeling the horns of the ram 09:47
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Sculpting the horns 07:38
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Sculpting the head 12:14
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Preparing the low resolution geometry 07:14
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Using the Topology Pen 04:17
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Creating a UV layout 12:46
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Baking out normal maps 04:53
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Painting the horns 09:37
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Painting the head texture 07:54
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Painting the handle 09:07
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Finishing the textures 12:16
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Exporting and viewing in Marmoset Toolbag 05:59
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