Duration 2h 6m Level Intermiate Project Files Included 15FPS MP4 1.2GB
In this series of MODO tutorials, we are going to go through the process of building and detailing a fantasy war hammer using MODO.
When building 3D assets, the ability of your computer to manipulate those objects is limited, especially when dealing with very high resolution meshes. Because of this, we use 2D images, like normal maps, to simulate the high resolution detail in a way that we can more easily use. We’ll begin by building the base geometry for our weapon in MODO. Once the base geometry is modeled, we will use MODO’s sculpting tools to created some high-resolution detail.
Then we will talk about creating the low resolution mesh along with its UV layout. To finish up, we will generate maps for the color and specularity before viewing our game weapon in Marmoset Toolbag.
When finished, you will have a better understanding of the workflow involved in building and sculpting high resolution props and set pieces with MODO and creating useable assets from them.
Rapidgator
http://rg.to/file/e26560363bcc4fb39cdd6d1d5c053fc8/DTCreGaWeapMODO.part1.rar.html
http://rg.to/file/491d870ef9eef2b37bf322b8bae5a312/DTCreGaWeapMODO.part2.rar.html
http://rg.to/file/5035569bc9a43b3dc61d2decccc0e559/DTCreGaWeapMODO.part3.rar.html
http://rg.to/file/8d52756f8872d0ed02c3d631d3ed99e8/DTCreGaWeapMODO.part4.rar.html
http://rg.to/file/bba4c03ace8b6bf3d00975f6678292cf/DTCreGaWeapMODO.part5.rar.html
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