Starting with the normal map baking process in 3ds Max, we’ll create a color and specular map using Photoshop, use selection masks created with Render to Texture, set up a material for the floor piece, and finally add some lights and decals when we put it all together inside of UDK. With lots of great tips and practical hands on techniques, this video serves as a great workflow tutorial for high quality game assets. About the Instructor: Damian Lazarski has been working in the games industry since graduating from a Games Design course at Northumbria University in 2012. He is currently working as a Junior Artist at Crytek UK.