Although i am by no means an expert, occasionally i am asked to write tutorials detailing my techniques and methods. This page will be updated from time to time.


Tutorials | click thumb to read

Tips & Tricks - Modeling Hi / Low Poly Models for Next-Gen Games: Being an artist working on next-gen games, or mods for those games, is becoming increasingly more complex. New procedures are popping up everyday, while established procedures are still unmastered. Today i will talk about modeling, creating game assets for next-gen engines (UE3 and Cryengine 2, for example), with an enphasis on the Normal Mapping process. However, the purpose of this tutorial isn’t to actually teach the technical aspects of processing Normal Maps in your application, since there are a lot of them, both integrated (Max, Maya, Lightwave, XSI, etc) and standalone (xNormal, for example). Instead, in this tutorial i’ll be delving into what you need to do, modeling-wise, to really bring out those details in the generated map, the how’s and why’s, what works and what doesn’t. I’ll be using my Daedalus HK model for examples.
Alternate download (high quality PDF, 14 MB): link






Contact: joaomccosta [at] gmail [dot] com | All artwork is (c) João Costa 2004-2009, except where noted.