Introduction to Modeling for Games in 3ds Max
In this series of 3ds Max tutorials, we will get an introduction to the modeling pipeline for games. Software required: 3ds Max 2014.
What you'll learn
In this series of 3ds Max tutorials, we will get an introduction to the modeling pipeline for games. We'll start out by learning how to organize our high-poly model and begin separating its parts to create an exploded version of the model. This will help us during the modeling and baking phase of our project. From there, we'll begin modeling the low polygon version of the RC car and discuss many of the key tools and techniques for game modeling. We'll discuss ways to reuse models from the high-polygon version and then use the Graphite Modeling tools to learn how the retopologize workflow works. Once we've finished modeling, we'll begin unwrapping our low-polygon version and discuss how to properly pack our UVs to get the most out of our textures. To wrap the training course up, we'll learn how to bake maps that will give us the high-poly look we desire on our low-poly model. By the end of this tutorial, you will have a solid understanding of how to model for video games and you'll have all the skills you need to begin creating your own game models. Software required: 3ds Max 2014.
Table of contents
- Overview of the Game Modeling Pipeline 13m
- Organizing the High Polygon Version 12m
- Exploding the High Polygon Model 5m
- Modeling the Low Poly Tire 9m
- Reusing the High Poly Geometry 9m
- Modeling the Low Poly Wheel Pivot 11m
- Cleaning up the Frame 11m
- Modeling the Spring Connectors 11m
- Modeling the Spring 18m
- Creating the Spoiler 15m
- Retopologizing the Car Shell 14m
- Continuing the Retopologizing Process 10m
- Blocking in the Edge Flow 9m
- Filling in the Gaps 11m
- Working on the Next Hole 13m
- Finishing the Car Shell 16m
- Beginning the Unwrap Process 10m
- Continuing the Unwrapping Process 10m
- Unwrapping the Frame 14m
- Unwrapping the Springs 10m
- Unwrapping Spring Connectors 6m
- Unwrapping the Bumper, Axle and Tire 7m
- Unwrapping the Wheel 10m
- Unwrapping the Wheel Pivot 6m
- Combining the UVs 6m
- Packing the UVs 17m
- Continuing the Packing Process 21m
- Checking the UVs 9m
- Baking the Normal Map 17m
- Finalizing the Normal Map 14m
- Assembling the Low Polygon Car 13m
- Baking the Ambient Occlusion Map 6m