Creating Next-Gen Game Weapons in 3ds Max
In this training, we'll cover in great detail how to create a highly detailed game ready revolver. Software required: 3ds Max 2014, Zbrush 4R6, Quixel Suite.
What you'll learn
In this training, we'll cover in great detail how to create a highly detailed game ready revolver. To begin, we'll learn how to create a detailed high poly model. During this section you will learn tons of tools and techniques specifically for high poly modeling, but more importantly how to plan and model complicated shapes. After that we'll spend a short time in ZBrush learning how to create fine details for the handle of our revolver. Then we'll learn how to properly retopologize our mesh to get the low poly model. During this section we'll learn how to properly optimize our mesh while still having enough geometry to support our high poly detail. After that, we'll learn how to properly apply smoothing groups to our game mesh and how to layout its UVs. Then we'll wrap up the training by learning how to bake our normal map and how we can use Quixel's DDO to quickly create textures using a Physically Based Rendering workflow. Software required: 3ds Max 2014, Zbrush 4R6, Quixel Suite.
Table of contents
- Setting up the Reference Images 5m
- Beginning the High Poly Frame 8m
- Blocking in the Frame Around the Cylinder 10m
- Blocking in the Trigger Guard 7m
- Blocking in the Rest of the Frame 13m
- Blocking in the Frame Handle 7m
- Adding Final Details to the Frame 12m
- Finishing the High Poly Frame 15m
- Blocking in the Barrel 9m
- Blocking in the Secondary Element of the Barrel 11m
- Finishing the Barrel 13m
- Blocking in the Cylinder 12m
- Continuing to Block in the Cylinder 10m
- Adding Detail to the Cylinder 10m
- Finishing the High Poly Cylinder 9m
- Creating the Spindle for the Cylinder 7m
- Modeling the Ratchet for the Cylinder 9m
- Modeling the Crane for the Cylinder 10m
- Modeling the Handle 13m
- Modeling the Shield for the Cylinder 12m
- Modeling the Trigger 9m
- Creating the Hammer 13m
- Modeling the Key Lock 14m
- Modeling the Floating Geometry 13m
- Sculpting Fine Details for the Handle 6m
- Sculpting the Grip Detail on the Handle 11m
- Finalizing the High Poly Mesh 9m
- Exploding the High Poly Mesh 8m
- Retopologizing the Frame 14m
- Continuing to Retopo the Frame 12m
- Retopologizing the Back of the Frame 10m
- Finishing the Main Body of the Frame 10m
- Retopologizing the Trigger Guard 13m
- Retopologizing the Stock 12m
- Finishing the Stock of the Game Mesh 9m
- Finishing the Symmetrical Elements of the Frame 13m
- Modeling the Asymmetrical Elements of the Frame 9m
- Finishing the Frame 12m
- Overcoming Issues with the Low Poly Frame 10m
- Beginning the Barrel of the Low Poly Mesh 14m
- Modeling the Secondary Element of the Low Poly Barrel 11m
- Finishing the Low Poly Barrel 14m
- Modeling the Front Sight 8m
- Optimizing the Frame of the Game Mesh 11m
- Creating the Low Poly Cylinder 10m
- Finishing the Low Resolution Cylinder 11m
- Modeling the Low Poly Crane 5m
- Creating the Low Poly Trigger 6m
- Finishing the Game Mesh 11m
- Setting up Smoothing Groups 15m
- Finishing the Smoothing Groups 14m
- Laying out the UVs of the Frame 10m
- Continuing to Layout the UVs of the Frame 12m
- Unwrapping the UVs of the Stock 9m
- Unwrapping the UVs of the Main Frame 9m
- Finishing the UVs of the Frame 14m
- Unwrapping the UVs of the Barrel 14m
- Laying out the UVs of the Cylinder 14m
- Unwrapping the Crane and the Trigger 7m
- Unwrapping the UVs of the Hammer 9m
- Laying out the UVs of the Key Lock 5m
- Creating Test Bakes 12m
- Applying the Normal Maps on Our Game Mesh 4m
- Combining the UVs 9m
- Baking Our Final Normal Map 11m
- Resetting the Position of Game Mesh Parts 10m
- Texturing the Revolver 9m
- Detailing the Metal Textures 9m
- Creating the Wood Texture 7m
- Adding a Dirt Pass 8m