Professional Video Game Art School

BY
Udemy

Gain the skills for developing 2d & 3d artwork and models for video games using Adobe Photoshop and 3ds Max.

Mode

Online

Fees

₹ 549 799

Quick Facts

particular details
Medium of instructions English
Mode of learning Self study
Mode of Delivery Video and Text Based

Course overview

Professional Video Game Art School online course teaches the principles of 3ds Max game development software as well as how to use it to create real-world projects. This course is meant for people who wish to turn their interest in gaming into a career by becoming professional game designers. This course provides every bit of information without having to enroll in a costly game development institution. This is a comprehensive game development course that will take an artist from the first stages of traditional sketching to a detailed analysis of the skills and training required to become a Professional Video Game Artist.

Professional Video Game Art School online certification is created by Stone River eLearning - Platform which provides courses in IT, programming, development or design along with Chad Walker - Game Artist, Comic Book Illustrator, Author & Instructor and is made available through Udemy, a web-based learning platform for skill development in both technical and non-technical domains. Professional Video Game Art School online training provides more than 87 hours of detailed video lectures, 3 articles, and 13 downloadable materials are provided to cover topics such as fundamentals of video game art, animation, 2D & 3D modelling, layout, and design, as well as assistance to become a well-rounded game developer and game artist.

The highlights

  • Certificate of completion
  • Self-paced course
  • English videos with multi-language subtitles
  • 87 hours of pre-recorded video content
  • 3 articles
  • 13 downloadable resources
  • 30-day money-back guarantee 
  • Unlimited access
  • Accessible on mobile devices and TV

Program offerings

  • Certificate of completion
  • Self-paced course
  • English videos with multi-language subtitles
  • 87 hours of pre-recorded video content
  • 3 articles
  • 13 downloadable resources
  • 30-day money-back guarantee
  • Unlimited access
  • Accessible on mobile devices and tv

Course and certificate fees

Fees information
₹ 549  ₹799
certificate availability

Yes

certificate providing authority

Udemy

What you will learn

Game designing skills

After completing the Professional Video Game Art School certification course, individuals will have a better understanding of the game design process. Individuals will learn the fundamentals of Adobe Photoshop and its features, as well as how to use them for game development. Individuals will learn basic drawing techniques for creating 2d and 3d drawings, in-game artworks, and game development employing 3DS Max software.

The syllabus

Introduction & Setting Up 3DS Max

  • Autodesk Student Software Download
  • Setting Your Preferences 
  • The Material Editor
  • Configuring Your Modifiers
  • Setting Up Max Interface and Workflow

3DS Max Basics

  • Edit polygon modifier
  • Soft selection
  • Edit properties
  • Geometry
  • matID: Smoothing groups
  • Paint deformation
  • Unwrap modifier basics
  • Spherical mapping types
  • Material Editor

Basic 3D Modeling - Crates

  • Notice to Students
  • Introduction
  • Modeling Overview
  • Reference and Setup
  • Modeling a Crate
  • Unwrapping an Object
  • Texturing
  • Specular Leveling
  • Creating a Bump Map
  • Texture Details
  • Rendering
  • Create an Exploding Crate

Basic 3D Modeling - Barrels

  • Introduction
  • Setup
  • Modeling
  • Smoothing Groups
  • Unrapping
  • Texture Part 1
  • Texture Part 2
  • Texture Part 3
  • Rendering

Basic 3D Modeling - Tables

  • Introduction
  • Setup
  • Modeling
  • Unwrapping
  • Texturing Part 1
  • Texturing Part 2
  • Texture Part 3
  • Rendering

Creating a Catapult

  • Introduction
  • Setup
  • Modeling Part 1
  • Modeling Part 2
  • Modeling Part 3
  • Modeling Part 4
  • Modeling Part 5
  • Texturing Part 1
  • Texturing Part 2
  • Texturing Part 3
  • Texturing Part 4
  • Texturing Part 5
  • Rendering Your Catapult

Creating a Catapult and Castle Scene

  • Introduction
  • Introduction to 3ds Max Scripting
  • Terrain Example
  • Setting Up the Terrain
  • Object Placement
  • Animation and the Castle
  • Exploding Castle
  • The Cameras
  • Starting Your Render
  • Finishing Your Render

Photoshop For Artists

  • Introduction
  • The User Interface
  • The Menu Explained
  • File Options
  • Edit Options
  • Image Options
  • Layer Options
  • Select Options
  • The Filter Gallery
  • Liquify
  • Creating Vanishing Points
  • Additional Filters
  • 3D View
  • Help Window
  • Removing Selections
  • Toolbar Wrapup
  • History and Actions
  • Layer Comps and Notes
  • The Histogram
  • Brushes and Cloning
  • Color Swatches
  • Making Adjustments
  • Channels and Paths

Creating Seamless Textures

  • Introduction
  • Creating Seamless Textures Part 1
  • Creating Seamless Textures Part 2
  • Creating Seamless Textures Part 3

Introduction to Digital Painting

  • Introduction
  • Airbrushing
  • Comic Book Style
  • Smudges
  • Using a Hardbrush
  • Portraits Part 1
  • Portraits Part 2
  • Portraits Part 3
  • Portraits Part 4

Introduction to 2D Animation

  • Introduction
  • Setting Up for Animation
  • Creating a Bouncing Ball
  • Walking Animation Part 1
  • Walking Animation Part 2
  • Sprite Sheets
  • Rough Run Cycle
  • Completing Your Character
  • Character Design
  • Motion Flow with Sound
  • Rough Figure
  • Final Figure

Weapons Training: Creating a Handgun

  • Introduction
  • Setup
  • Modeling - Block Out
  • Modeling - Details
  • Modeling - Refining
  • Unwrapping
  • Texturing Part 1
  • Texturing Part 2
  • Texturing Part 3
  • Texturing Part 4
  • Rendering

Creating Your First Concept Vehicle

  • Introduction
  • Setup
  • Block Out Modeling
  • Tires
  • Body Lines Continued
  • Details and Cuts
  • Refining and Extruding
  • Polishing
  • The Interior
  • Unwrapping
  • Texturing Part 1
  • Texturing Part 2
  • Texturing Part 3
  • Texturing Part 4
  • Texturing Part 5
  • Viewing On a Video Turntable

Lab: Creating a Concept Vehicle

  • Modeling Part 1
  • Modeling Part 2
  • Modeling Part 3
  • Modeling Part 4
  • Modeling Part 5
  • Coloring
  • Cleanup
  • Outline
  • Adding Color Part 1
  • Adding Color Part 2
  • Part 2 of Vehicle Lab
  • Scope of Work
  • Modeling the Wheels Part 1
  • Modeling the Wheels Part 2
  • Modeling the Body Part 1
  • Modeling the Body Part 2
  • Modeling the Body Part 3
  • Modeling the Body Part 4
  • Modeling the Body Part 5
  • Modeling the Body Part 6
  • Modeling the Body Part 7
  • Modeling the Body Part 8
  • Modeling the Body Part 9
  • Modeling the Body Part 10
  • Modeling the Body Part 11
  • Modeling the Interior Part 1
  • Modeling the Interior Part 2
  • Modeling the Interior Part 1
  • Modeling the Interior Part 2
  • Modeling the Interior Part 3
  • Modeling the Interior Part 4
  • Cleaning Up Our Model Part 1
  • Cleaning Up Our Model Part 2
  • Cleaning Up Our Model Part 3
  • Cleaning Up Our Model Part 4
  • View Vehicle on Turntable

Part 2 of the Concept Vehicle Lab (Really Cool!)

  • Basic Modeling Part 1
  • Basic Modeling Part 2
  • Basic Modeling Part 3
  • Basic Modeling Part 4
  • Basic Modeling Part 5
  • Basic Modeling Part 6
  • Basic Modeling Part 7
  • Basic Modeling Part 8
  • Basic Modeling Part 9
  • Basic Modeling Part 10
  • Basic Modeling Part 11
  • Basic Modeling Part 12
  • Modeling the Tires Part 1
  • Modeling the Tires Part 2
  • Modeling the Tires Part 3
  • Modeling the Tires Part 4
  • Modeling the Tires Part 5
  • Modeling the Tires Part 6
  • Modeling the Tires Part 7
  • Modeling the Tires Part 8
  • Modeling the Tires Part 9
  • Color Blocking Part 1
  • Color Blocking Part 2
  • Color Blocking Part 3
  • Color Blocking Part 4
  • The Ruck Bed
  • The Hatch
  • The Foot Grip
  • The Lights
  • The Metal Plating
  • The Metal Padding
  • The Tailgate
  • The Footstep
  • The Chairs
  • The Consoles
  • Dirt
  • Wear and Tear Texturing Part 1
  • Wear and Tear Texturing Part 2
  • Wear and Tear Texturing Part 3
  • Wear and Tear Texturing Part 4
  • Wear and Tear Texturing Part 5
  • Wear and Tear Texturing Part 6
  • Wear and Tear Texturing Part 7
  • Wear and Tear Texturing Part 8
  • Wear and Tear Texturing Part 9
  • Wear and Tear Texturing Part 10
  • Wear and Tear Texturing Part 11
  • Wear and Tear Texturing Part 12
  • Markings Part 1
  • Markings Part 2
  • Specular Part 1
  • Specular Part 2
  • Normal Map
  • Spec Colors
  • Spec Mapping the Wheels
  • Texture Review
  • Creating the Composite
  • Finishing the Lights

Study of Perspectives

  • Basic Modeling Part 1
  • Basic Modeling Part 2
  • Basic Modeling Part 3
  • Basic Modeling Part 4
  • Basic Modeling Part 5
  • Basic Modeling Part 6
  • Basic Modeling Part 7
  • Basic Modeling Part 8
  • Basic Modeling Part 9
  • Basic Modeling Part 10
  • Basic Modeling Part 11
  • Basic Modeling Part 12
  • Modeling the Tires Part 1
  • Modeling the Tires Part 2
  • Modeling the Tires Part 3
  • Modeling the Tires Part 4
  • Modeling the Tires Part 5
  • Modeling the Tires Part 6
  • Modeling the Tires Part 7
  • Modeling the Tires Part 8
  • Modeling the Tires Part 9
  • Color Blocking Part 1
  • Color Blocking Part 2
  • Color Blocking Part 3
  • Color Blocking Part 4
  • The Ruck Bed
  • The Hatch
  • The Foot Grip
  • The Lights
  • The Metal Plating
  • The Metal Padding
  • The Tailgate
  • The Footstep
  • The Chairs
  • The Consoles
  • Dirt
  • Wear and Tear Texturing Part 1
  • Wear and Tear Texturing Part 2
  • Wear and Tear Texturing Part 3
  • Wear and Tear Texturing Part 4
  • Wear and Tear Texturing Part 5
  • Wear and Tear Texturing Part 6
  • Wear and Tear Texturing Part 7
  • Wear and Tear Texturing Part 8
  • Wear and Tear Texturing Part 9
  • Wear and Tear Texturing Part 10
  • Wear and Tear Texturing Part 11
  • Wear and Tear Texturing Part 12
  • Markings Part 1
  • Markings Part 2
  • Specular Part 1
  • Specular Part 2
  • Normal Map
  • Spec Colors
  • Spec Mapping the Wheels
  • Texture Review
  • Creating the Composite
  • Finishing the Lights

Bonus Material

  • Bonus Lecture

Instructors

Mr Chad Walker

Mr Chad Walker
Instructor
Freelancer

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