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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.

Joshua Kinney - Pluralsight course - Creating Next-Gen Game Weapons in 3ds Max
by Joshua Kinney

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

About the author

Joshua Kinney - Pluralsight course - Creating Next-Gen Game Weapons in 3ds Max
Joshua Kinney

Joshua is a devoted games author at Pluralsight. For years Joshua was a key author behind Digital-Tutors' (now a Pluralsight company) popular game engine training. As a kid, he had a passion for playing video games, which eventually developed into a fascination with the process of game creation. The question of "How'd they do that?" led Joshua on a quest to learn to make these games himself. Ever since then, Joshua has devoted his life to creating games, as well as teaching others to build their own fantastic video games.

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