Creating Game Weapons in 3ds Max and Mudbox
In this course, we will use Mudbox and 3ds Max to build and detail a bladed weapon. Software required: Mudbox 2009 and up, 3ds Max 2010 and up.
What you'll learn
In this course, we will use Mudbox and 3ds Max to build and detail a bladed weapon. While 3ds Max is great at creating models very quickly and efficiently, Mudbox excels at interactively sculpting complex detail. By using these two packages in conjunction, we can leverage their respective strengths to quickly create a cohesive digital asset. After building our base geometry of our sample project, a bladed weapon, and adding UVs in 3ds Max, we'll take the geometry into Mudbox to begin sculpting. We'll add a variety of detail, as well as using Channel painting to create textures for the color and specularity of the models. We'll also output normal maps and ambient occlusion maps. Finally, we'll put everything back together in 3ds Max. Upon completion, you be able to create your own weapons or props using these two powerful programs. Software required: Mudbox 2009 and up, 3ds Max 2010 and up.
Table of contents
- Building the Base of the Weapon 11m
- Creating UVs for the Base Geometry 7m
- Adding the Large Blades 10m
- Modeling the Small Blades 8m
- Building the Handle 9m
- Transferring Geometry to Mudbox 4m
- Sculpting the Guard 11m
- Finishing the Guard Detail 9m
- Painting the Guard 14m
- Detailing the Blades 9m
- Detailing the Handle 8m
- Adding Specular Maps 10m
- Exporting Assets from Mudbox 7m
- Assembling the Finished Weapon in 3ds Max 8m