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Adding the framing components

From: Game Prop Creation in 3ds Max

Video: Adding the framing components

Now that I've got my bounding box in, I'm going to make the corner boxes as part of the frame. I'll go back and look at the reference for a sec and make sure I've got the right pieces. As we can see in this image, these corner boxes, which actually hold the mating couplers for joining or stacking containers, protrude a little bit and it's important to make these, because they affect the silhouette of the container. Things like the corrugations and the internal ribs on the structure can be handled on a normal map, but getting the silhouette right matters.

Adding the framing components

Now that I've got my bounding box in, I'm going to make the corner boxes as part of the frame. I'll go back and look at the reference for a sec and make sure I've got the right pieces. As we can see in this image, these corner boxes, which actually hold the mating couplers for joining or stacking containers, protrude a little bit and it's important to make these, because they affect the silhouette of the container. Things like the corrugations and the internal ribs on the structure can be handled on a normal map, but getting the silhouette right matters.

We can see in the other images, even when the containers are stacked, that these corner boxes do protrude. These are about 6" x 6" x 4" and I'm going to make them with an instanced workflow. Here in Max, I'll make it a little easier to see first. I'm going to right-click and choose Unfreeze All and then select my bounding box. I'll right-click and choose Object Properties. In the Object Properties, I'll check Display as Box. That way this displays as a wireframe bounding box of a box. Being that the box and the bounding box are actually a match, I can snap to the bounding box and work through it or see through it.

I'll right-click on it and freeze it again. I'll also get my snap settings correct. I'll hold Shift+Right-click and make sure that Grid Points is not checked, Vertex is checked, and that Snaps Use Axis Constraints and Snaps To Frozen Objects are checked. Finally, I like to use the 2.5D snap, that way I don't accidentally snap something up on the Z axis when I only want an X and Y. I'm ready to start making my corner boxes. I'll hold Ctrl+Right-click, choose Box, and land a box in the scene.

It is black and I'll deal with that in a minute. I'll go to the Modifier panel and I'll put in my length, width and height; 6 for the length, 6 for the width, and 4 for the height. Now about that black display; it's shading correctly, it's inside our box. We can see as I bring it out, it turns into the right color. I'll click on Realistic and changeover to Shaded for now and it won't be lit. Now I'm ready to snap this. What I'll do first is to zoom in. It kills me to see people working like this.

You can't tell what you're doing. Zoom in close so you can see what's going on. I'll press Spacebar for selection lock and make sure my move is on the X and Y. I'm going to register the snap down on the corner of the box and snap it into the right place. If you're having trouble seeing the snap, orbit around. Move around as you need to get things on right. Now I'll snap this in. I will now switch over to a top view, hit Z to zoom extents, and make sure I register the snap and put it in the right place.

With one box in, I'm ready to clone it. What I'll do is Shift+Clone it, in this case, on the Y axis, holding Shift and dragging. I'll pull it over and make it an instance. That way when I get to unwrapping, I unwrap one and they all unwrap correctly. As part of this, I'll click OK, go in the top view, hit Z to zoom extents and rotate this 90 degrees. I'll press A for Angle Snap. Notice up at the top, my snaps are on. The Angle Snap allows me to snap this rotation; in this case, every 5 degrees as the default.

I'll press W for Move, make sure I'm on the X and Y axis, Spacebar for selection lock, register the snap, and pull it into place. I'll repeat the process, cloning and rotating these over all the other corners and then I'll snap the frames into place. I've cloned all of my corner boxes out, rotating them or mirroring them, so that from the original, the corners rotate around 90 degrees and mirror from top to bottom. Any number of ways of doing this will work. They are all cloned as instances and we can tell that's an instance by having four objects selected, the text box is bold, and the Make unique button is available.

This way if I unwrap one, they all unwrap. I'll press Spacebar to release the selection lock and G to turn off the Grid; sometimes I like to have the Grid off so I can see what I'm doing. Now I'm going to start on the frame elements and I'll begin with one, holding Ctrl and right-clicking, choosing Box and clicking and dragging from the inside of a corner box to the inside of the corner box, and dragging up for the height. I can come back and put the height in later. I'll go to the Modifier panel, make sure the dimensions are right on, 6 x 228 x 4, and I'm ready to continue modeling.

I do want to make sure my silhouette works. It shouldn't be 6; it should be 5 inches deep and then I can use my snapping and aligning to get these in the right place. I'll finish out the corner elements and then start to look at the side panels.

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This video is part of

Image for Game Prop Creation in 3ds Max
Game Prop Creation in 3ds Max

93 video lessons · 5718 viewers

Adam Crespi
Author

 
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  1. 3m 41s
    1. Welcome
      1m 0s
    2. What you should know before watching this course
      19s
    3. Using the exercise files
      2m 22s
  2. 26m 8s
    1. Overview of modeling a large prop
      52s
    2. Laying out the overall form and planning for modular textures and models
      4m 49s
    3. Adding the framing components
      4m 56s
    4. Adding the side panels
      2m 33s
    5. Unwrapping the sides
      2m 10s
    6. Unwrapping one corner box
      2m 25s
    7. Unwrapping one of each frame member
      2m 48s
    8. Laying out the UV coordinates
      5m 35s
  3. 53m 1s
    1. Overview of the texturing process
      1m 9s
    2. Creating a bump map for the corrugated sides
      5m 20s
    3. Adding more details to the bump map
      3m 23s
    4. Drawing the bump map for the door
      3m 33s
    5. Adding details to the doors
      2m 55s
    6. Painting the diffuse texture: planning the layers
      1m 47s
    7. Painting the base coat and logo
      2m 3s
    8. Adding tracking labels and other markings
      3m 9s
    9. Adding soft rust
      3m 57s
    10. Adding rust bubbles
      3m 46s
    11. Setting up a library of shipping container textures
      4m 2s
    12. Painting dirt and rust variations
      4m 43s
    13. Transferring wear from the diffuse texture to the bump map
      2m 43s
    14. Converting bump maps to normal maps
      4m 37s
    15. Testing the maps
      5m 54s
  4. 1h 3m
    1. Overview of modeling small props
      1m 1s
    2. Modeling a sledgehammer
      2m 52s
    3. Adding detail and smoothing groups
      4m 42s
    4. Unwrapping as part of a texture sheet
      4m 56s
    5. Modeling a ladder
      5m 6s
    6. Adding detail and smoothing groups
      3m 10s
    7. Unwrapping for the ladder
      5m 47s
    8. Placing the clean texture
      5m 51s
    9. Laying out a texture sheet for multiple tools
      4m 50s
    10. Painting galvanized steel
      6m 59s
    11. Adding dirt and wear
      6m 48s
    12. Planning for optimal texture usage
      2m 48s
    13. Painting dirt and age variations
      8m 34s
  5. 1h 9m
    1. Modeling furniture using simple parts and reusable textures
      1m 18s
    2. Planning and analyzing the modeling of a chair
      1m 46s
    3. Blocking out the basic form
      5m 26s
    4. Adding detail and smoothing groups
      4m 58s
    5. Refining the silhouette
      3m 31s
    6. Unwrapping for the chair
      7m 53s
    7. Painting the fabric
      6m 26s
    8. Making a normal map for the fabric
      4m 42s
    9. Planning the modeling of a table
      2m 7s
    10. Blocking out the basic table form
      5m 34s
    11. Adding legs and skirt boards to the table
      7m 9s
    12. Breaking up the model for texturing
      6m 21s
    13. Laying out the wood texture
      5m 49s
    14. Reusing parts to make a round table
      6m 22s
  6. 28m 5s
    1. Understanding the importance of painting textures from scratch
      1m 23s
    2. Creating the initial grain lines
      1m 31s
    3. Adding value variation across the grain
      4m 16s
    4. Warping and curving the grain
      2m 32s
    5. Adding knots
      3m 2s
    6. Colorizing the grain and planning for stains
      5m 10s
    7. Cutting out boards for a UV layout
      4m 22s
    8. Adding patina and wear to a final texture
      5m 49s
  7. 37m 28s
    1. Understanding the importance of a low poly count
      1m 12s
    2. Overview of normal maps
      1m 45s
    3. Modeling a high-poly work for projection
      4m 8s
    4. Overview of the pipeline
      2m 41s
    5. Planning edge flow for elegant modeling
      4m 29s
    6. Smoothing groups
      2m 50s
    7. Adding details by beveling and extruding
      4m 28s
    8. Adding hinges
      5m 42s
    9. Using Push/Pull and Soft Selection to add dents
      3m 34s
    10. Baking the high-poly mesh onto the low-poly model to produce a normal map
      6m 39s
  8. 36m 3s
    1. Overview of Mudbox
      57s
    2. Preparing for a smooth export to Mudbox
      3m 16s
    3. Importing from Mudbox: choosing the right resolution
      4m 26s
    4. Using the sculpt tools in Mudbox
      4m 3s
    5. Painting in Mudbox
      5m 34s
    6. Exporting paint layers from Mudbox
      3m 1s
    7. Extracting and exporting a normal map from Mudbox
      5m 44s
    8. Projecting normal maps from a Mudbox model
      5m 53s
    9. Importing and assigning objects and maps in Unity
      3m 9s
  9. 25m 59s
    1. Overview of ambient occlusion and specularity
      40s
    2. Setting up ambient occlusion as a texture
      5m 14s
    3. Using ambient occlusion as a foundation for rust and dirt
      4m 36s
    4. Using ambient occlusion to add detail to textures
      4m 26s
    5. Painting a specular map
      6m 36s
    6. Streamlining the import process: placing maps in the right channels
      4m 27s
  10. 21m 7s
    1. Overview of importing into Unity
      33s
    2. Preparing and exporting large props to Unity
      3m 3s
    3. Creating a new project in Unity and importing textures
      5m 21s
    4. Cloning props in Unity with different looks
      3m 41s
    5. Adding lights to test smoothing and textures
      3m 52s
    6. Refining materials
      4m 37s
  11. 1m 0s
    1. Final thoughts
      1m 0s

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