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Creating Game-Ready Chains, Ropes, and Vines in Maya and UDK
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Released Sep 16, 2013
Clinton Crumpler

Guest Tutor

Clinton Crumpler
Many modern games focus on environments that include chains, ropes, and vines. These assets can help to create unique and believable player worlds.

In this UDK tutorial we will focus on multiple methods of constructing these assets and various software workflows to make the most of texture usage, polygon counts, and artist production time.







Want more? Check out some free helpful resources on Demo Reel and Portfolio Tips from Game Industry Professionals

And on more 10 Things Professional Game Artists Wish They Knew When They First Started
Introduction and project overview
1

Introduction and project overview

 
01:01
Modeling the high poly chain
2

Modeling the high poly chain

 
11:13
Modeling the low poly chain
3

Modeling the low poly chain

 
07:54
UVing the low poly chain
4

UVing the low poly chain

 
03:22
Baking chain normal map using xNormal
5

Baking chain normal map using xNormal

 
05:57
Baking chain normal map using Maya
6

Baking chain normal map using Maya

 
05:32
Baking normals onto a plane
7

Baking normals onto a plane

 
08:28
Importing meshes into UDK
8

Importing meshes into UDK

 
03:00
Creating chain normal map using Photoshop
9

Creating chain normal map using Photoshop

 
10:20
Creating chain normal map using nDo2
10

Creating chain normal map using nDo2

 
03:41
Creating whole chains on a poly plane
11

Creating whole chains on a poly plane

 
05:04
Chain preparations in UDK
12

Chain preparations in UDK

 
05:36
Creating diffuse, rust, chrome, and cloud maps
13

Creating diffuse, rust, chrome, and cloud maps

 
10:34
Chain diffuse material setup in UDK
14

Chain diffuse material setup in UDK

 
08:31
Chain specular material setup in UDK
15

Chain specular material setup in UDK

 
04:33
Chain rusted version material setup in UDK
16

Chain rusted version material setup in UDK

 
10:41
Chain creation recap
17

Chain creation recap

 
01:37
Modeling ropes
18

Modeling ropes

 
08:13
Generating rope maps using 3D models
19

Generating rope maps using 3D models

 
01:29
Generating more rope maps
20

Generating more rope maps

 
01:54
Creating gradients and patterns
21

Creating gradients and patterns

 
06:01
Creating rope normal maps using only Photoshop
22

Creating rope normal maps using only Photoshop

 
06:27
Creating the rope diffuse map
23

Creating the rope diffuse map

 
05:34
Adding detail to the rope diffuse map
24

Adding detail to the rope diffuse map

 
04:52
Adding detail to the rope normal maps
25

Adding detail to the rope normal maps

 
07:38
Creating a low poly rope mesh
26

Creating a low poly rope mesh

 
06:52
Setting up the basic rope material
27

Setting up the basic rope material

 
08:00
Adding bump offset to the rope material
28

Adding bump offset to the rope material

 
06:59
Adding displacement to the rope material
29

Adding displacement to the rope material

 
10:18
Creating advanced ropes with deformers and curves
30

Creating advanced ropes with deformers and curves

 
09:57
Creating the low poly advanced rope shapes in ZBrush
31

Creating the low poly advanced rope shapes in ZBrush

 
13:21
Finishing the creation of the advanced rope asset
32

Finishing the creation of the advanced rope asset

 
02:42
UDK Spline actors
33

UDK Spline actors

 
05:37
Creating vines
34

Creating vines

 
07:58
Finalizing the vines asset
35

Finalizing the vines asset

 
04:57