Game Asset Modeling - The Sci-Fi Modular Floor Workflow

Learn normal map baking in 3ds Max and get a crash-course in materials inside UDK as we texture this sci-fi floor!

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Starting with the normal map baking process in 3ds Max, we'll create a color and specular map using Photoshop, use selection masks created with Render to Texture, set up a material for the floor piece, and finally add some lights and decals when we put it all together inside of UDK. With lots of great tips and practical hands on techniques, this video serves as a great workflow tutorial for high quality game assets.


Your Instructor


Mike Snight
Mike Snight

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