Michigan State University

Current Gen 3D Game Prop Production

This course is part of Art for Games Specialization

Andrew Dennis

Instructor: Andrew Dennis

6,532 already enrolled

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Gain insight into a topic and learn the fundamentals.
4.8

(44 reviews)

Intermediate level

Recommended experience

14 hours to complete
3 weeks at 4 hours a week
Flexible schedule
Learn at your own pace
Gain insight into a topic and learn the fundamentals.
4.8

(44 reviews)

Intermediate level

Recommended experience

14 hours to complete
3 weeks at 4 hours a week
Flexible schedule
Learn at your own pace

What you'll learn

  • 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

Details to know

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Assessments

10 assignments

Taught in English

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This course is part of the Art for Games Specialization
When you enroll in this course, you'll also be enrolled in this Specialization.
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  • Gain a foundational understanding of a subject or tool
  • Develop job-relevant skills with hands-on projects
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There are 6 modules in this course

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.

What's included

9 videos2 readings3 assignments1 peer review

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.

What's included

8 videos1 assignment1 peer review

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.

What's included

10 videos2 assignments1 peer review

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.

What's included

9 videos1 assignment1 peer review

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.

What's included

9 videos2 assignments1 peer review

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.

What's included

4 videos1 assignment1 peer review

Instructor

Instructor ratings
4.8 (15 ratings)
Andrew Dennis
Michigan State University
3 Courses36,443 learners

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4.8

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