An introduction to the series and methods we will use.
We will create a tillable brick texture using patterns.
Creating a stone texture using Photoshop filters.
Make a wood grain texture using filters and adjustments
In this video, we setup Photoshop’s grid for powers of two.
We plan out our layout of our final texture sheet.
We create additional detail, like windows, for our texture sheet.
We prepare our grid for generic units.
We use the grid in Max to extract geometry from a plane.
We extrude our geometry using power of two units and place our pivot points.
An introduction to creating Normal and Specular maps from our diffuse texture.
We will now export our assets as an FBX file and bring them into UDK.
We change the layout of our texture sheet to work more efficiently with the second method.
We change our units and grid in 3DS Max to work with meters in CryEngine or Unity.
We create our base wall that we will make our other assets from, and declare dimensions.
Using Biped to simulate a game character, we create a box for simulation.
We will create a straight wall with some interesting detail.
We use our straight wall to create corner pieces.
We cut a window into our geometry and use a window to create a door easily.