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28/01/2012
 

Tai-Pan Subscription Releases
Section 9 - Boat and Town Interactions
Emails have gone out to Tai-Pan subscribers so please check your inboxes |
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22/12/2011

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Step-by-step through modelling and surfacing an architectural scene in modo501.Every stage of the process is discussed, including: modelling, the modo shader tree, material types, importing and setting up textures, image projection types, render settings, global illumination, etc. Matthew then takes the render outputs into Photoshop where he takes you through his post-processing workflow.
The inspiration for this scene came from a fantastic 3ds max/vray image created by Markus Kuhlo and Enrico Eggert. Any 3ds max/vray users should source the original as it is great. |
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04/12/2011
 
Pre Order today and save 20% (Tutorial due for release January 2012).
 
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04/12/2011
 

Tai-Pan Subscription Releases
Section 8 Part 2 - Economy Scripting Part 2
Section 8 Part 3a - Economy Scripting Part 3
Section 8 Part 3b - Economy Scripting Part 4
Section 8 Part 3c - Economy Scripting Part 5
Section 8 Part 3d - Economy Scripting Part 6
Section 8 Part 4 - Economy Scripting Part 7
Emails have gone out to Tai-Pan subscribers so please check your inboxes |
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12/11/2011
 

Tai-Pan Subscription Releases
Section 8 - World Economy Scripting
Section 8 Part 1 - Project Script Overview
Emails have gone out to Tai-Pan subscribers so please check your inboxes |
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23/10/2011
 

Tai-Pan Subscription Releases
Unity Project Realease - v1.0 Base Project Files
Emails have gone out to Tai-Pan subscribers so please check your inboxes |
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26/09/2011
 

Tai-Pan Subscription Releases
Section 6 - Texturing the Sampan
Section 6 Part 1 - Texturing Part 1
Section 6 Part 2 - Texturing Part 2
Section 6 Part 3 - Painting Grime onto the Sampan
Section 7 - Keyframe Animation
Section 7 Part 1 - Creating the Idle Animation
Emails have gone out to Tai-Pan subscribers so please check your inboxes |
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14/09/2011
 

Tai-Pan Subscription Releases
Section 4 - Modelling the Sampan
Section 4 Part 1 - Setting up the Reference Images
Section 4 Part 2 - Blocking out the Hull
Section 4 Part 3 - Adding Details to the Hull
Section 4 Part 4 - Modelling the Anchor
Section 4 Part 5 - Modelling the Rudder
Section 4 Part 6 - Modelling the Mast
Section 4 Part 7 -
Modelling the Hatches
Section 4 Part 8 - Final Hull Details
Section 4 Part 9 - Sail Canvas and Finalise
Section 5 Part 1 - UVW Creation Part 1
Section 5 Part 2
- UVW Creation Part 2
Section 5 Part 3 - UVW Creation Part 3
Section 5 Part 4 - UVW Creation Part 4
Emails have gone out to Tai-Pan subscribers so please check your inboxes. |
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12/09/2011

 
overview: This first of a three part series of tutorials looks at the workflows and tools used to create Modular Assets within Maya (parts 2 and 3 further the developement using Mudbox and Photoshop).
aims: to give the learner a complete overview of all the stages required to produce a modular 'game ready' asset.
topics covered: The tutorial starts with a total overview of Maya and the Maya user interface; aimed at new users to Maya, and totalling nearly 2 hours, it is the definitive introductory guide to Maya. The tutorial then moves into modular asset creation and shows the workflows and techniques required to create industry level game assets.
  
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06/08/2011
 

Tai-Pan Subscription Releases
Section 3 - Unity Project Setup and Terrain
Section 3 Part 1 - Setting up the Unity Project Environment
Section 3 Part 2 - Unity Terrain
Section 3 Part 3 - 3rd Party Terrain (L3DT)
Section 3 Part 4 - Tai-Pan Terrain
Emails have gone out to Tai-Pan subscribers so please check your inboxes.
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26/08/2011
 
 
matthew clifton takes you through each stage required to produce a 'game engine' ready asset. every stage of the process is covered, from the initial concept model, through sculpting to produce a high poly asset, and back to a final low poly optimised game-engine ready version.
aims: to give the learner a complete overview of all the stages required to produce a 'game ready' asset.
topics covered: hard surface modelling within modo; sculpting high poly data within Sculptris; creating a low poly mesh based on high poly data; UVW creation; setting up base textures; creating normal maps from high poly geometry; painting within modo to generate unique textures; optimization techniques for texture combining.

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11/08/2011
A temporary forum has been setup to accommodate our polyPusher users and to give them somewhere to talk about software, techniques and development in general.
Please feel free to post away, as entries will be migrated when our final board becomes live.
Have fun posting!! |
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06/08/2011
 

Tai-Pan Subscription Releases
Section 2 - Mesh Optimizations for Game Engines
Section 2 Part 1 - Singles Meshes - Getting them ready for Unity (Un-Optimized)
Section 2 Part 2 - Optimizing Materials & Textures
Section 2 Part 3 - Back into Unity
Emails have gone out to Tai-Pan subscribers so please check your inboxes. |
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02/08/2011

 
Matthew Clifton takes you step-by-step through surfacing an architectural scene in modo501. Every stage of the process is discussed, including: the modo shader tree, material types, importing and setting up textures, image projection types, render settings, global illumination, etc. Before and after modo scenes files (lxo) are provided to accompany each tutorial video, along with a rendered image showing how the stage should look.
aims: to give the tutorial viewer a good grounding in the process of surfacing and texturing a scene. Although this tutorial set uses an architectural scene, the processes are consistent for any other genre.
  
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01/08/2011

 
Matthew Clifton walks you through creating 'the bathroom' in 8 hours using modo501. this tutorial set is aimed at a novice modo user who has an interest in architectural visualization. basic modeling procedures are examined and explained along with an overview of the modo toolset and workflows. surfacing and material setups are confined to the stock luxology assets wherever possible to adhere to the experience level required (this tutorial set will give a good grounding in modelling techniques and lead to more advanced shader topics and 3rd party renderers found in other tutorials).
aims: to create a professional visualization of the bathroom and sow the seeds for further advanced learning.
 
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01/08/2011
 
 
Tai-Pan is a naval trading/economy game set in an asian envronment c.1840. The Tai-Pan Development Set is not fixed to this era or game type. Everything you will see within the develpment could easily be used to build many game types (especially RTS).
Every area of the game development process will be covered, including modeling, texturing and surfacing, 3D application -> Unity workflows to build optimised 'game-ready' assets, AI, world economy system, C# scripting... and much much more.
Every asset made or seen within the Tai-Pan Development Set will be given to the viewer 100% Royalty Free - no strings attached! Even if you never follow a single tutorial video, you will still be receiving every model, texture, piece of music made and used. You are free to use any asset within any of your game projects you like. The only caveat is that you don't resell them in any way (that includes sticking them on an Asset store too).
* Annual subscription with option to cancel at any renewel. Guaranteed, at least 12 tutorial updates + 12 updated set of project files + all assets 100% Royalty Free per renewel. IO Development Diary subscribers receive 50% discount for 1st year.
  
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