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Explore the world of modeling and texturing game props and assets in Autodesk 3ds Max. Author Adam Crespi demonstrates how to create both small and large props, from tools to shipping containers. The course begins with cloning and instancing objects for ease of modeling and unwrapping, and segues into multiple methods of unwrapping and painting texture by hand in Adobe Photoshop. Adam looks at various plug-ins that assist with normal map generation as well as sculpting in Mudbox, a digital sculpting application that can add realism and detail to your models. Finally, the course shows how to add lights to a scene and preview the objects in-game.
Note: A familiarity of basic modeling and unwrapping techniques in 3ds Max and a working knowledge of Photoshop will help you get the most out of this course.
I finished adding in the frame elements adjacent to the corner boxes. I've put in the long top and bottom frame members as well as the ends, and the vertical supports on the corners. As you can see in these, they are all held back from the corner boxes by an inch. That gives me that silhouette and the space between the boxes correctly. Now sometimes folks have a question on this. Why does it look like this box actually sticks down into the corner box? I know I put that in the right place. Well here's why. I'll press F4 to go to a wireframe on shaded or shaded with edged faces.
What we're seeing here is that the selection brackets go a little bit beyond the object. In Wireframe the object looks right. But when it's selected and shaded, they go a little outside. As long as it looks right in Wire frame and is snapped, you are good. Now these are all instanced side-to-side and top and bottom. The few variations are from the top sides to the bottom sides. As the top sides are an inch lower, so again, the corner boxes stick out. What this will let me do is add in Edit Poly Modifiers to start to reduce the polygon count.
First, I'm going to put the sides in before I reduce. I'll go into our Left View by hitting L and I'm going to make either the door or non-door side. I'll hold Ctrl and right-click and choose Plane. My snap is on. I'm going to register the snap in a corner, drag down and land it inside that door. Now as I spin around here, holding Alt and the mouse wheel, we can see that this created on zero. This is because my snap is at 2.5D. That's fine, I'm going to move it over and put it where I want it.
As a side note on the geometry here, I'll jump to the Modifier panel and make sure those Length and Width segments are 1 and 1. A quick way to do this is to right- click on the Spinner and it resets that spinner to the lowest value, in this case 1. Now I'll press W for Move, and click on the X axis. Then register that snap on a corner and pull that plane over. I'm going to land this just on the edge of the purple post, and then I'll move it in precisely. Down at the bottom here in 3ds Max, we have two ways of dealing with the Transform.
I just switched over to Relative or here is back to Absolute. It's also called Offset Mode Transform Type-In. Now what I can do is move this door or other panel in by 2 inches and it moves precisely. This lets me get the extra shadow line right here on the corners. I can fill in the rest of my panels and I'm ready to start optimizing and unwrapping my shipping container.
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