Next-Gen Development Tutorial - LKH
Posted: Fri Jan 22, 2010 12:38 pm
Hey guys, creating a little thread of progress for the contest. I'm going to start by writing my ideas down here.
It is a little difficult for me since I focus mainly on 3D but I will be entering, and I will be trying to shove as much knowledge down your throat as I can about creating some cover art or something along that line.
My ideas:
-mrSun and mrSky tutorial (3DSMax features)
-8 'Pass' Rendering (zDepth, ambient occlusion, shade maps,diffuse,refining diffuse, creating normal map, specular color/level map) and scultping tut
-complete sculpting tutorial (mixed with some normal map or specular passes)
The middle one so far is what I am thinking of doing. Each pass will be about 2 minutes, leaving 4 minutes to explain the sculpting for normal map and some sculpting If there is extra time I will also include emissive maps. The purpose of the tutorial will teach you how to create nearly every map needed for next-gen creation for video games, while also showing some techniques for sculpting to create a strong normal map. This tutorial will include 1 model, 5 Max setup scenes as example, and final composition picture.
Technology used: zBrush, 3DSMax, Mentalray, and Photoshop
It is a little difficult for me since I focus mainly on 3D but I will be entering, and I will be trying to shove as much knowledge down your throat as I can about creating some cover art or something along that line.
My ideas:
-mrSun and mrSky tutorial (3DSMax features)
-8 'Pass' Rendering (zDepth, ambient occlusion, shade maps,diffuse,refining diffuse, creating normal map, specular color/level map) and scultping tut
-complete sculpting tutorial (mixed with some normal map or specular passes)
The middle one so far is what I am thinking of doing. Each pass will be about 2 minutes, leaving 4 minutes to explain the sculpting for normal map and some sculpting If there is extra time I will also include emissive maps. The purpose of the tutorial will teach you how to create nearly every map needed for next-gen creation for video games, while also showing some techniques for sculpting to create a strong normal map. This tutorial will include 1 model, 5 Max setup scenes as example, and final composition picture.
Technology used: zBrush, 3DSMax, Mentalray, and Photoshop