The Gnomon Workshop: Creating Props for Games
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Latest comments
by Cgiles
1 days ago

Alt click on a node connection automatically disconnect it from the other nodes. And there is some nodes which can be easily summoned by pressing a key and clicking at the same time. Like B+click will place a branch, and S+click a sequence.

by manictaylorj@gmail.com
2 days ago

If you're willing to compile it, Aseprite is a great option as well.

by tharlevfx
2 days ago

check my website for the latest tips - always updating with new content!

The Gnomon Workshop: Creating Props for Games
24 March, 2017
News
Gnomon has shared a two-part video guide with senior environment artist Nick Reynolds dedicated to creating assets for real-time game projects. Start with the basic fundamentals and build up to a final low poly model of a sci-fi vehicle.

Creating assets for real-time game projects has become more intuitive and streamlined than ever. By breaking down the entire process into easily digestible sections, we can focus on the most important parts in the creative process while staying non-destructive and open to improvements all the way through to our final bakes. In this introduction to creating props for games, senior environment artist Nick Reynolds examines each step of the process starting with the basic fundamentals and building up to a final low poly model of a sci-fi vehicle.

Gnomon 

Vol.1

Beginning with easy to follow lectures using simple primitives, Nick explains how you can take detailed information from your high poly models and bake it into a texture for use on an optimized low poly object. Once the fundamentals are fully examined, the lessons are then shown in practice on a complex model using Maya, ZBrush, Substance Painter, Marmoset Toolbag and xNormal. In the end, viewers will have a full understanding of how to create their own game assets from start to finish, moving forward with confidence through all of the steps and hurdles involved in getting a great end result for your real-time game project.

Vol.2

Nick begins Vol. 2 by explaining the fundamentals of physically based rendering (PBR) workflow with easy-to-follow examples and explanations showing real world references and comparing them to what we see in Painter, Unreal and Marmoset Toolbag. Once the foundations are fully examined, the lessons are applied in practice on the model created in Vol. 1 using Substance Painter, Photoshop, PureRef, Marmoset Toolbag and Unreal Engine. By the end of this tutorial, viewers will have the confidence and understanding to texture their own game assets from start to finish, moving forward with confidence through all the steps and hurdles involved in getting a great result for your real-time game project.

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