This is one of my techniques on how to quickly model quality “Next-Gen” alike models without professional concept art and references.
Technique uses sculpting to manipulate models instead of accurate modeling with your favorite tools.
Pelt mapping techniques are used to speed up unwrapping complex models in a matter of minutes, as well as texture painting directly on a 3D model by using high quality textures.
Pros:
Super fast quality modeling
Super fast unwrapping
Super fast texturing
Super easy normal map generation
Works perfectly with organic models, because nothing is perfect in the nature.
Easy way to add dirt and damage to your models
Cons:
Inaccurate with artificial objects, i.e. Engineering.
You should not really do planes, tanks or anything that needs precision or is square-ish. You can however use same tools for painting them or normal mapping!
Details:
Quality - HD 720p
Length - 02:40:30
Size total - 916 MB (HD 50% compression)
Videos:
Full Playlist - For those who wants to watch it all, just click this link and enjoy the cinema.
Sketching - [Watch (04:40)] : This is where you should always start. Roughly sketch your idea, you don’t have to be pro to do that, but this will always help you, because while sketching on a “paper”, new ideas will keep flowing non-stop. Try it! Here i am showing how it’s done myself. This tutorial was born right in the middle of creation of this video, no pre-scripting or modeling!
Rough modeling - Watch [Part 1 (14:30)] [Part 2 (14:47)] [Part 3 (05:45)] : Here we are using our favorite modeling software to do a rough sketch of a 3D model. You can do this very inacurate without worrying about consequences later to much, as we are not going to use it for modeling. We only need a base mesh to start from, similar to clay sculpting.
Freehand Sculpting - [Part 1 (14:40)] [Part 2 (14:17)] [Part 3 (03:00)] : This is where the actual modeling happens. We take our base mesh, make it high poly and start sculpting detail on it as well as manipulate the mesh itself. Remember, while you are editing high poly version, low poly is also being edited in the mean time. You can also do this with ZBrush or any other descent sculpting tool out there. I use Mudbox because it’s so damn easy and straight-forward.
Unwrapping UVWs - [Part 1 (13:42)] [Part 2 (14:00)] [Part 3 (12:03)] : This is the biggest nightmare of any modeler out there. However this tutorial will teach you on how to effectively use Max’s Pelt mapping tool to unwrap very complex models in matter of minutes. It also covers detailed information on how Pelt and smoothing tools works. This tutorial will get you unwrapping almost any model whether you are pro or just starting
Painting - [Watch (12:01)] : This is where you are shown on how to import multiple high quality textures and use them to paint your own. Painting directly on a 3D model is very fun and rewarding, it helps you quickly apply color variations on your model without any extra alt-tabbing around. It’s more like WYSIWYG (What you see is what you get) technique and is way more powerful than any other. This is inaccurate however, but you will be shown how to export your new texture to PSD and manipulate it with external tools for precision.
Exporting - [Watch (07:23)] : How to do Normal Maps. Some people calls them bump maps, but that is wrong, bump maps are something totally different.
Photoshop - [Watch (14:57)] : Here i am showing how to export to PSD and manually add/tweak your own textures on top of painted layer.
Finishing Touches - [Watch (05:03)] : Got seams? got something wrong? To lazy to go back to Photoshop and figure it out? No problem. Here i am showing on how to hide defects, fix seams and add some neat looking dirt and damage to your model. If you are tired of seeing clean oil barrels in games, here’s how you add some rust to it, that also affects environment, the barrel sits on!
Unity - [Watch (09:42)] : Importing object into unity. This is very poorly covered by me, as it’s already been covered by many others. I uploaded it mainly just to show you difference between very low poly and higher poly counts of our mesh when imported into engine. Did you spot that difference at the end? No? If you did it right, then you shouldn’t!!
Here’s some more images on what you can do with this technique
Did you like this tutorial? Why not share images of your work, using this technique in this thread?
Thank you for reading!
-Ray