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Digital Tutors Creating Next-Gen Game Weapons in 3ds Max €25 buy download

2014
Digital Tutors
Joshua Kinney
12:00:00
English

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.

01. Introduction and project overview
02. Setting up the reference images
03. Beginning the high poly frame
04. Blocking in the frame around the cylinder
05. Blocking in the trigger guard
06. Blocking in the rest of the frame
07. Blocking in the frame handle
08. Adding final details to the frame
09. Finishing the high poly frame
10. Blocking in the barrel
11. Blocking in the secondary element of the barrel
12. Finishing the barrel
13. Blocking in the cylinder
14. Continuing to block in the cylinder
15. Adding detail to the cylinder
16. Finishing the high poly cylinder
17. Creating the spindle for the cylinder
18. Modeling the ratchet for the cylinder
19. Modeling the crane for the cylinder
20. Modeling the handle
21. Modeling the shield for the cylinder
22. Modeling the trigger
23. Creating the hammer
24. Modeling the key lock
25. Modeling the floating geometry
26. Sculpting fine details for the handle
27. Sculpting the grip detail on the handle
28. Finalizing the high poly mesh
29. Exploding the high poly mesh
30. Retopologizing the frame
31. Continuing to retopo the frame
32. Retopologizing the back of the frame
33. Finishing the main body of the frame
34. Retopologizing the trigger guard
35. Retopologizing the stock
36. Finishing the stock of the game mesh
37. Finishing the symmetrical elements of the frame
38. Modeling the asymmetrical elements of the frame
39. Finishing the frame
40. Overcoming issues with the low poly frame
41. Beginning the barrel of the low poly mesh
42. Modeling the secondary element of the low poly barrel
43. Finishing the low poly barrel
44. Modeling the front sight
45. Optimizing the frame of the game mesh
46. Creating the low poly cylinder
47. Finishing the low resolution cylinder
48. Modeling the low poly crane
49. Creating the low poly trigger
50. Finishing the game mesh
51. Setting up smoothing groups
52. Finishing the smoothing groups
53. Laying out the UVs of the frame
54. Continuing to layout the UVs of the frame
55. Unwrapping the UVs of the stock
56. Unwrapping the UVs of the main frame
57. Finishing the UVs of the frame
58. Unwrapping the UVs of the barrel
59. Laying out the UVs of the cylinder
60. Unwrapping the crane and the trigger
61. Unwrapping the UVs of the hammer
62. Laying out the UVs of the key lock
63. Creating test bakes
64. Applying the normal maps on our game mesh
65. Combining the UVs
66. Baking our final normal map
67. Resetting the position of game mesh parts
68. Texturing the revolver
69. Detailing the metal textures
70. Creating the wood texture
71. Adding a dirt pass

http://www.digitaltutors.com/tutorial/1740-Creating-Next-Gen-Game-Weapons-in-3ds-Max



Download File Size:5.65 GB


Digital Tutors Creating Next-Gen Game Weapons in 3ds Max
€25
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