C Creating Next-Gen Game Assets in Softimage

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1. Introduction and Project Overview.flv
2. Setting up Rotoscope references.flv
3. Getting started with modeling the central area of the gun.flv
4. Modeling the gun's handgrip.flv
5. Creating the ammunition magazine for the M-16.flv
6. Finishing the magazine and trigger geometry.flv
7. Repurposing geometry to create the trigger guard.flv
8. Adding secondary details to the main area of the weapon.flv
9. Modeling the forward hand guards of the M-16.flv
10. Creating the weapon's barrel and front sights.flv
11. Finalizing the geometry for the front sights.flv
12. Modeling the shoulder stock of the M-16.flv
13. Cleaning and redirecting shoulder stock geometry.flv
14. Modeling the M-16 scope.flv
15. Optimizing polygon count in our low-res geometry.flv
16. Starting high resolution detailing of the M-16.flv
17. Modeling high resolution details for the weapon scope.flv
18. Adding detailed ridges for the forward hand guards.flv
19. Detailing the handgrip area of our weapon.flv
20. Modeling the subtle raised areas on the M-16.flv
21. Creating recessed areas of the magazine clip.flv
22. Adding several secondary details to the M-16.flv
23. Modeling the weapon's ejection port cover.flv
24. Refining and detailing the trigger guard geometry.flv
25. Detailing the front handle of the M-16.flv
26. Starting the UV Layout process on low-resolution geometry.flv
27. Applying UVs to cylindrical areas of the M-16.flv
28. Techniques for fixing overlapping UVs in Softimage.flv
29. Utilizing Contour Stretch UV subprojections.flv
30. Laying out the UVs of the forward hand guards.flv
31. Laying out the UVs of the front sights.flv
32. Creating UVs for the central area of the M-16.flv
33. Merging all low resolution geometry into a single mesh.flv
34. Merging all high resolution geometry into a single mesh.flv
35. Using the Ultimapper to create detailed normal maps.flv
36. Fixing Ultimapper sampling errors using Photoshop.flv
37. Creating color maps for the weapon using Photoshop.flv
project_files.zip

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