- Introduction
- Project Overview, Intro to 3DS Max and Internet Gathered Reference
Online
₹ 455 3,499
Quick facts
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Medium of instructions
English
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Mode of learning
Self study
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Mode of Delivery
Video and Text Based
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Course overview
The Modeling a Game Res Victorian Horse Drawn Carriage certification course was created by Alan Lilley, a professional 3D artist, and is available through Udemy which is aimed at individuals who are interested in a comprehensive program to help them develop the knowledge and experience needed to create game art from the ground up. The Modeling a Game Res Victorian Horse Drawn Carriage online course by Udemy provides individuals with resources to help them create a 3D model of a horse-drawn carriage from the Victorian era.
Modeling a Game Res Victorian Horse Drawn Carriage online classes focus on explaining the fundamental techniques and approaches used to build game assets with applications such as 3DS Max, Substance Painter, IRay, and Unreal Engine 4. Individuals will receive 39 hours of comprehensive video learning materials, as well as 11 downloadable resources, covering topics such as modeling, texturing, baking, retopology, unwrapping, blocking, high poly modeling, rendering, and more with this program.
The highlights
- Certificate of completion
- Self-paced course
- 39 hours of pre-recorded video content
- 11 downloadable resources
Program offerings
- Online course
- Learning resources. 30-day money-back guarantee
- Unlimited access
- Accessible on mobile devices and tv
Course and certificate fees
Fees information
certificate availability
certificate providing authority
What you will learn
After completing the Modeling a Game Res Victorian Horse Drawn Carriage online certification, individuals will gain an insight into the functionalities and fundamental concepts of 3DS Max, Unreal Engine, and Substance Painter for game design activities. Individuals will explore the numerous stages for designing game assets like victorian era horse-drawn carriages by modeling, blocking, texturing, UV unwrapping, baking, retopology, and rendering. Individuals will learn high poly modeling methodologies as well as how to set up material ID, evaluate pixel density, and render their item using IRay.
Who it is for
The syllabus
Introduction
Modeling The High Poly
- Understanding and Breaking Down the Images for Easy Modelling
- Blocking out our Shapes
- Looking at our Block out for Accurate Proportions
- Modelling our Undercarriage: The Steering Frame
- Modelling our Undercarriage: Suspension Assembly
- Modelling our Undercarriage: The Mounting Bar
- Modelling our Undercarriage: The Mounting Bar Accessories
- Modelling our Undercarriage: The Brakes
- Modelling our Front Wheels
- Finalising the Undercarriage
- Modelling the Back Undercarriage
- Modelling the Back Wheels
- Next Reference and Modelling the Passenger Area: Part 1
- Modelling the Passenger Area: Part 2
- Topology flow in the Passenger Area
- Aesthetic Alterations
- Hollowing out our Passanger area
- Alterations to Accomodate the Seating
- Adding Seating to the interior
- Finishing the Passenger Area
- Finishing the Passenger Area Doors
- Modelling the Coach Driver's Seat
- Modelling the Coach Driver's Area
- Modelling the Coach Driver's Storage Area
- Finishing the Coach Driver's Area
- Rebuilding the Back Undercarriage
- Rebuilding the Braking System
- Final Details (The Wooden Trim)
Diorama Components
- Confirmation of Scale and Starting to Dress the Diorama
- Finishing the Windbreaker
- Modelling the Brake Guard and Whip Holder
- Modelling the Door Accessories
- Modelling the Door Handles
- Modelling Fixes Part 1
- Modelling Fixes Part 2
- Modelling Fixes Part 3
- Modelling Fixes Part 4
- Polish the Back Suspension Part 1
- Polish the Back Suspension Part 2
- Modelling the Lantern Part 1
- Modelling the Lantern Part 2
- Modelling the Traveller's Trunk
- Modelling the Trunk Accessories Part 1
- Modelling the Trunk Accessories Part 2
- Modelling the Trunk Accessories Part 3
- Finalizing the High Poly and the Diorama
Cleaning up our Document before Retopology
- Adding Layers to Manage our Scene
Retoplogising the Carriage
- Removing the Turbosmooth
- Retoplogising the Wheels
- Retoplogising the Front Undercarriage
- Retoplogising the Back Undercarriage
- Retoplogising the Passenger Area
- Retoplogising the Coach Driver's Area
- Retopologising the Trunk
- Polish Retopology for the Trunk Straps
- Polish Retopology for the Traveller's Trunk
- Polish Retopology for the Back Suspension
- Polish Retopology for the Smaller Components
- Polish Retopology for the Front Undercarriage
- Polish Retopology for the Trim Detail
- Polish Retopology for the Door Accessories
- Final Retopology for the Brakes and Part 1 of the Passenger Area
- Polish Retopology for the Passenger Area Part 2
- Polish Retopology for the Coach Driver's Area
Final Checks for the Modelling
- Checking the High Poly Model
- Checking the Game Res Model
Smoothing Groups and Material ID's
- Looking at all the Alterations
- Setting Materials for ID Maps
- Material ID's for the Passenger Area
- Setting up Material ID's for some Smaller Components
- Setting Material ID's for the Trunk
- Material ID's for the Front Wheels
- Completing the Material ID set up
- Starting to Apply Smoothing Groups to our Game Res
- Assigning Smoothing Groups to the Wheels and Smaller Camponents
- Assigning Smoothing Groups to the Front Undercarriage
- Assigning Smoothing Groups to Finish off the Undercarriage
- Starting to Wrap up the Smoothing Groups
- Finalising the Smoothing Groups
- Adding Detail Because of Smoothing Groups?
UV Unwrapping
- Starting to UV
- UV'ing the Front Undercarriage
- Finishing the Front Suspension
- Finishing the Front Undercarriage
- Quick Box Unwrap
- Starting to Unwrap the Back Undercarriage
- Unwrapping the Big Suspension Arms
- Unwrapping the Small Suspension Arms
- Finishing the Back Undercarriage
- Unwrapping the Braking System
- Unwrapping Some Smaller Components Pt 1
- Unwrapping some Smaller Components Pt 2
- Unwrapping the Seating and Lanterns
- Finish Unwrapping the Lanterns
- Finish Unwrapping the Smaller Components and Starting on the Trunk
- Finish Unwrapping the Trunk
- UV'ing the Passanger area
- Finsih Unwrapping the Passenger Area
- UV'ing the coach driver Area
- Finishing the the Unwrap on the Wheels
- How many UV Sheets should we use?
- Compiling the Individual Maps
- Setting Materials for the Maps
- Building the Interior Texture Sheet
- Building the Trunk Texture Sheet
- Building the Glass Texture Sheet
- Building the Exterior Texture Sheet Pt 1
- Building the Exterior Texture Sheet Pt 2
- Building the Exterior Texture Sheet Pt 3
- Building the Undercarriage Texture Sheet Pt 1
- Building the Undercarriage Texture Sheet Pt 2
Final Check of the UV's
- Checking Pixel Density
- Compiling into the 1-1 Space
- Words of Warning before Baking Maps
Texturing
- Getting Starting in Substance Painter
- Checking Over Our Bakes
- Bakes that don't Require a High Poly
- Double Checking the Resolution of the Baked Maps
- Setting up our First Two Materials
- Setting up our Materials Pt 2
- Applying a Texture to the Interior and the Trunk
- Finishing off the Base Materials
- Adding a Damage and Wear Pass
- Adding a Damage and Wear Pass Pt 2
- Adding a Damage and Wear Pass Pt 3
- Adding a Damage and Wear Pass Pt 4
- Finalizing the Textures
- Finishing Touches Pt 1
- Finishing Touches Pt 2
Final Check for Texturing
- Checking the Texture
Presentation and Closing
- Rendering with IRay
- Exporting Maps and Compiling in Marmoset
- Moving to Unreal
- Implimenting and Checking Textures in Engine
- Final Checks and Closing
Instructors
Mr Alan Lilley
3D Artist
Freelancer