Creating Game Vehicles in Maya and TopoGun [Reupload]
Using a motorcycle as our example, we'll use Maya to reduce the resolution of many of the pieces. We'll then use TopoGun to create new topology for the very detailed meshes like the engine or radiator.
We'll cover methods for baking normal and color maps from within Maya as well as in TopoGun. These techniques will allow us to create a much lower resolution model that is visually very close to its higher-resolution counterpart.
Once we're done, you'll have a good grasp of several of the tools we can use to create game-resolution vehicle models and you'll have the knowledge you need to apply those techniques to your own models.
If you're interested in building the high resolution motorcycle from start to finish, please check out the Motorcycle Modeling Techniques in Maya course which will take you through that process.
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Creating Game Vehicles in Maya and TopoGun [EXT]
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Creating Game Vehicles in Maya and TopoGun - Digital Tutors [new links]
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Digital Tutors: Creating Game Vehicles in Maya and TopoGun (Included File Project)
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Digital Tutors : Creating Game Vehicles in Maya and TopoGun
Using a motorcycle as our example, we'll use Maya to reduce the resolution of many of the pieces. We'll then use TopoGun to create new topology for the very detailed meshes like the engine or radiator. We'll cover methods for baking normal and color maps from within Maya as well as in TopoGun. These techniques will allow us to create a much lower resolution model that is visually very close to its higher-resolution counterpart. Once we're done, you'll have a good grasp of several of the tools we can use to create game-resolution vehicle models and you'll have the knowledge you need to apply those techniques to your own models. If you're interested in building the high resolution motorcycle from start to finish, please check out the Motorcycle Modeling Techniques in Maya course which will take you through that process.
1. Introduction and project overview
2. Separating geometry
3. Reducing resolution
4. Preparing reference meshes
5. Creating new topology for the battery case
6. Creating new topology for the radiator
7. Creating new topology for the seat
8. Creating new topology for the engine
9. Laying out the UVs
10. Baking maps in TopoGun
11. Baking maps in Maya
12. Generating maps for the brakes
13. Baking maps for the shocks
14. Finishing the bike textures
Download
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Digital-Tutors - Creating Game Vehicles in Maya and TopoGun
However, these models are not appropriate for games or other real-time applications because of the large number of polygons.
So in order to be able to rig, animate, or integrate these models into a game engine, we first have to convert the model to a much lower resolution.
Using a motorcycle as our example, we'll use Maya to reduce the resolution of many of the pieces.
We'll then use TopoGun to create new topology for the very detailed meshes like the engine or radiator.
We'll cover methods for baking normal and color maps from within Maya as well as in TopoGun.
These techniques will allow us to create a much lower resolution model that is visually very close to its higher-resolution counterpart.
Once we're done, you'll have a good grasp of several of the tools we can use to create game-resolution vehicle models and you'll have the knowledge you need to apply those techniques to your own models.
If you're interested in building the high resolution motorcycle from start to finish, please check out the Motorcycle Modeling Techniques in Maya course which will take you through that process.
Year: 2011
Manufacturer: digital-tutors
Website: http://www.digitaltutors.com
Author: Justin Marshall
Duration: 2 hours 8 minutes
Distributed by type of material: Video Tutorial
Language: English
Content
1. Introduction and project overview
2. Separating geometry
3. Reducing resolution
4. Preparing reference meshes
5. Creating new topology for the battery case
6. Creating new topology for the radiator
7. Creating new topology for the seat
8. Creating new topology for the engine
9. Laying out the UVs
10. Baking maps in TopoGun
11. Baking maps in Maya
12. Generating maps for the brakes
13. Baking maps for the shocks
14. Finishing the bike textures
Sample Files: present
Video Format: FLV
Video: VP6F 1280x720 15.00fps 1024kbps
Audio: MPEG Audio Layer 3 44100Hz mono 96kbps
Ps: All sources are uploaded by Neit84
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Digital Tutors - Getting Started With TopoGun (ISO)
In this TopoGun tutorial we're going to learn the basics of using TopoGun to build custom topology for our models. These days it's common practice to create extremely high resolution and highly detailed models in sculpting applications like ZBrush or Mudbox. These models can give us a great idea of what a character, set, or prop will look like but they're usually not optimized for rigging, animation, or use in a real-time game engine. Or the underlying topology we are using to sculpt may not be optimal for the detail we're creating. TopoGun remedies these issues by allowing us to very intuitively draw new geometry right on top of our existing models. This new topology can be used as a new base mesh when sculpting, or we can use it in game engine along with all of the texture and normal maps that TopoGun also creates. We'll start out the course by talking about the importance of good topology and why TopoGun can be such a a useful tool. We'll go over the interface and the basics of getting around the application. We'll talk about the tools you'll be using in TopoGun to create and modify topology. We'll cover the generation of different types of texture maps and cover a symmetrical workflow. Once we're done with the tutorial, you'll be able to start using TopoGun to really speed up your workflow and create more optimal topology for your projects. We will also be jumping around a little to different applications, to see how well TopoGun integrates, so it will be helpful if you have some experience with Maya, ZBrush, or Mudbox
Download links:
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Digital Tutors - Professional Series - Modeling Military Vehicles in Maya
More info:
_http://www.digitaltutors.com/11/training.php?pid=83
Sceenshot:

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Digital-tutors: Creating Concept Vehicles in Maya [ SF, UL ]
Learn a artist-oriented workflow to concept development, polygon modeling, lighting, and rendering. Provides nearly 7 hours of project-based training on conceptual vehicle modeling for use in film, games, and design. Perfect for new and experienced artists.
Popular highlights include:
Conceptual Development
Solutions to Design Challenges
Polygon Modeling Techniques
Using Smooth Preview
Converting Smooth Preview to Polygons
Thumbnails to Complete Designs
Using 3D to Pre-visualize Models
Automotive Terminology and Design
Creating Creases with Edge Loops
Adding Realism with Detail
UV Mapping Techniques
Applying Chrome Surface Materials
Building Car Paint Materials
Creating Brushed Metal Effects
Using the Text tool
Rendering with Final Gather
Adding HDRI Lighting
Texture Creation in Photoshop
Creating Tiled Bump Map
Building Textures with UV Snapshots
Manipulating Edge Flow with Split Polygon Tool
Creating Fitted Panels
Adding Glowing Panels
ScreenShot
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Digital-Tutors - Creating Game Characters with ZBrush and TopoGun
But to be able to rig, animate, or integrate these models into a game engine, we first have to convert the model to a much lower resolution. TopoGun is a great tool for taking our detailed meshes and allowing us to very intuitively redraw this new topology. In addition, it will allow us to project all of the mesh's detail onto maps. In this way we can use a lower resolution version of the model, while it still appears very detailed. We will start by preparing and exporting our dense meshes from ZBrush and then bring those into TopoGun as references. We'll use several tools in TopoGun to literally draw new base geometry right onto the high resolution meshes. We'll look at several of the tools available and how we can manipulate and change topology once it's been created. Once the topology is done, we'll create UVs for the new pieces and then generate maps for the detail and color information. Once we're done you'll have created your own game-type character from a very dense sculpt and you'll have the knowledge you need to repeat the process on your own creations.
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Modeling Military Vehicles in Maya [FS] [FJ] [FP]
Before we start, it is recommended that you have experience using Maya as we cover a lot of information in a shorter span of time. If you’re an artist new to Maya the Beginner's Guide courses are a perfect place to start. From there you can check out any of the intermediate step-by-step project based courses that will take you through the entire process.
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Transforming Robot Production Pipeline Volume 4: Robot Modeling
The objectives for this fast-pace course include looking at several issues to be dealt with when creating the transforming robot. We'll look at ways to use ZBrush and TopoGun in our workflow to build the fitted pieces and panels of the robot. In addition to modeling techniques, we'll talk about UV layout concepts, creating a proxy, and working cooperatively with other artists, including those working in other applications. It is recommended that you have some experience using Maya, ZBrush, and TopoGun, as we cover a lot of information in a shorter span of time. We won't be going through the modeling of the robot step-by-step, so if you
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Creating Game Weapons in Maya and Mudbox
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Digital-Tutors - Getting Started with TopoGun
This new topology can be used as a new base mesh when sculpting, or we can use it in a game engine along with all of the texture and normal maps that TopoGun also creates. We'll start out the course by talking about the importance of good topology and why TopoGun can be such a a useful tool. We'll go over the interface and the basics of getting around the application. We'll talk about the tools you'll be using in TopoGun to create and modify topology. We'll cover the generation of different types of texture maps and cover a symmetrical workflow. Once we're done with the tutorial, you'll be able to start using TopoGun to really speed up your workflow and create more optimal topology for your projects. We will also be jumping around a little to different applications, to see how well TopoGun integrates, so it will be helpful if you have some experience with Maya, ZBrush, or Mudbox.
Year: 2012
Manufacturer: Digital Tutors
Website: http://www.digitaltutors.com
Author: Justin Marshall
Duration: 1 hour 41 minutes
Distributed by type of material: Video Tutorial
Language: English
Content
A. Introduction and project overview
Two. Why do we need new topology?
Three. Interface overview
4. Customizing the interface
Five. Working with files
6. Using the SimpleCreate tool
7. Using the SimpleEdit tool
Eight. Using the Draw tool
9. Using the Bridge tool
10. Modifying geometry
11. Viewing and selecting
12. Working with symmetry
13. Generating maps
14. Using a subdivision workflow
15. Creating secondary geometry
Sample Files: present
Video Format: Flash Video
Video: VP6 1280x720 16:9 15,000 frames / s 1000 kbit / s
Audio: MPEG Audio 44,1 kHz 96.0 kbit / s channel 1
Ps: All sources are uploaded by Neit84
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Digital-Tutors � Creative Development: Creating a Low Poly Game Character in Maya and Silo with Antony Ward
Home: _http://www.digitaltutors.com/11/training.php?pid=689

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Digital Tutors - Creating Game Characters with ZBrush and TopoGun
In this course we're going to use ZBrush and TopoGun to convert a very high resolution female hero character into a lower resolution game-type model. Sculpting applications like ZBrush are great for creating extremely detailed models, complete with surface texture and color.
But to be able to rig, animate, or integrate these models into a game engine, we first have to convert the model to a much lower resolution. TopoGun is a great tool for taking our detailed meshes and allowing us to very intuitively redraw this new topology. In addition, it will allow us to project all of the mesh's detail onto maps. In this way we can use a lower resolution version of the model, while it still appears very detailed.
We will start by preparing and exporting our dense meshes from ZBrush and then bring those into TopoGun as references. We'll use several tools in TopoGun to literally draw new base geometry right onto the high resolution meshes. We'll look at several of the tools available and how we can manipulate and change topology once it's been created.
Once the topology is done, we'll create UVs for the new pieces and then generate maps for the detail and color information. Once we're done you'll have created your own game-type character from a very dense sculpt and you'll have the knowledge you need to repeat the process on your own creations.
Home page : http://www.digitaltutors.com/11/training.php?pid=559

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Digital - Tutors - Creating Game Characters with ZBrush and TopoGun
In this course we're going to use ZBrush and TopoGun to convert a very high resolution female hero character into a lower resolution game-type model. Sculpting applications like ZBrush are great for creating extremely detailed models, complete with surface texture and color. But to be able to rig, animate, or integrate these models into a game engine, we first have to convert the model to a much lower resolution. TopoGun is a great tool for taking our detailed meshes and allowing us to very intuitively redraw this new topology. In addition, it will allow us to project all of the mesh's detail onto maps. In this way we can use a lower resolution version of the model, while it still appears very detailed. We will start by preparing and exporting our dense meshes from ZBrush and then bring those into TopoGun as references. We'll use several tools in TopoGun to literally draw new base geometry right onto the high resolution meshes. We'll look at several of the tools available and how we can manipulate and change topology once it's been created. Once the topology is done, we'll create UVs for the new pieces and then generate maps for the detail and color information. Once we're done you'll have created your own game-type character from a very dense sculpt and you'll have the knowledge you need to repeat the process on your own creations.
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Creating Cartoon Vehicles in Maya - Digital Tutors
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Digital Tutors Professional Series Modeling Military Vehicles in Maya Updated
In this course we will cover some production tips and concepts to think about when building CG military vehicles.
This course was designed to help develop your workflows, and give you some concepts to keep in mind as you go through the process of modeling military vehicles. The objectives for this fast-pace, course include looking at several different workflows and techniques for modeling a military transport. We won't be going step by step through building a specific project, but rather talk in broad terms about some of the situations you will encounter and what options you have for dealing with those issues. Before we start, it is recommended that you have experience using Maya as we cover a lot of information in a shorter span of time. If you’re an artist new to Maya the Beginner's Guide courses are a perfect place to start. From there you can check out any of the intermediate step-by-step project based courses that will take you through the entire process.

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