Creating Game Weapons in 3ds Max and ZBrush
In this course, we will use a 3ds Max to ZBrush workflow to build and texture a detailed battle axe. Software required: ZBrush 3.1 and up, 3ds Max 2010 and up.
What you'll learn
In this course, we'll go through the process of building a detailed 3d battle axe, complete with normal maps and textures, using both 3ds Max and ZBrush. Throughout the training, we'll illustrate some of the ways you can use these packages together. We'll start by creating the base axe geometry from scratch in 3ds Max. We'll then completely sculpt and paint the axe in ZBrush using a variety of techniques. To finish up, we'll generate maps for the color and sculpted detail and reapply those in 3ds Max. In the end, you'll have a better understanding of the workflow of building and sculpting high resolution props and set pieces with 3ds Max and ZBrush and creating usable assets from them. Software required: ZBrush 3.1 and up, 3ds Max 2010 and up.
Table of contents
- Building the Head of the Axe 11m
- Modeling the Axe Handle and Grip 9m
- Modeling the Guard and Laying out UVs for the Grip 10m
- Importing Geometry with Smoothing Groups into ZBrush 10m
- Sculpting the Axe Head 8m
- Finishing the Axe Head Sculpting 11m
- Polypainting the Head of the Axe 10m
- Detailing the Axe Handle 14m
- Detailing the Axe Handle Grip 9m
- Detailing the Handle Guard 8m
- Exporting Geometry and Maps from ZBrush 8m
- Assembling the Axe in 3ds Max 7m
- Painting and Applying Specular Maps 10m