Creating a Game-ready Tommy Gun in 3ds Max
In this series of tutorials, we take a look at the process of creating a gun for use in a game engine like UDK, Unity, or CryEngine. Software required: 3ds Max 2013, Photoshop CS6, Marmoset Toolbag 1.08.
What you'll learn
In this series of tutorials, we take a look at the process of creating a gun for use in a game engine like UDK, Unity, or CryEngine. We go through this process bit by bit starting off by creating a high poly version of the gun using subdivision techniques. The next step will be creating a low-poly version. When this is finished we will take a look how to unwrap elements in order to create the UV Layout. Then we move on to baking ambient occlusion and normal maps. We use Render To Texture dialog in 3ds Max to accomplish this. After we finish it we'll move over to Photoshop and start to create a diffuse map as well as a specular map. Lastly we'll check our results in Marmoset Toolbag. Software required: 3ds Max 2013, Photoshop CS6, Marmoset Toolbag 1.08.
Table of contents
- Overview of the Tool and Starting Modeling 33m
- Creating the High Poly Gun 10m
- Modeling the Barrel 10m
- Creating the Main Frame 14m
- Finishing the Main Frame 24m
- Modeling the Sight and Other Metal Details 25m
- Modeling the Details for the Second Half 30m
- Adding the Small Details 13m
- Modeling the Magazine 31m
- Fixing Some Issues on the Mesh 15m
- Creating the Low Poly Version 32m
- Continuing to Retopologize 30m
- Finishing the Retopology 14m
- Last Touches on the Low Poly Version 10m
- Unwrapping the Gun 20m
- Baking Normal Map and Ambient Occlusion 17m
- Fixing the Maps in Photoshop 18m
- Creating the Selection Mask 24m
- Continuing to Paint Textures for the Gun 22m
- Finishing Textures and Creating the Specular Map 22m