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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.
In this video, we'll export the UVW template from our shipping container we've unwrapped previously, and then bring that export into Photoshop to start to paint the bump map for the corrugated sides. What I will begin with is selecting this shipping container, opening up the UV Editor, and exporting out or rendering the UVW template. I will select all of my UV's and choose Tools > Render UVW Template. I want to paint twice as big as I'm going to use. I'd like this map to be 1024 in the final version.
So I am going to paint at 2048 square. It's always good to paint big and then reduce down if needed, or mipmap. I am going to leave the Options at the default, giving me green lines with white edges where they adjoin over a black background. I'll click Render UVW Template and there's my template. Now there aren't missing lines, it's just simply a magnification. As I zoom in, you can see the lines are all there. I'll click on the Save Image button, and save out this image. I'll call mine container template.
I like to put template in the name of my temporary working files, so that if I need I can purge a directory and take out anything with that name. It also lets me know I should not load this in as a working texture. I am going to save this out as a TIFF image, avoiding compressed formats such as JPEG, because they may reduce or compress any fine detail. In this TIFF, I'll save it without an alpha channel, as I don't need the alpha on the lines. Now I'll pull this up in Photoshop and start to paint my bump map in. Once I have opened up my container template TIFF, I need to get it ready to use.
One of the things I like to do is press Ctrl+I to invert those colors. So instead of black, it gives me white with pink lines. Then I'll desaturate, Ctrl+Shift+U. So now I've gray lines over white. Easier on the eyes. Finally, I'll double-click on the Background layer and rename this to template that way I know when I am saving out my final flattened image, I should turn this off. I'll make its blending mode Multiply and I'll click OK and then lock this layer. The reason to chose Multiply is that Multiply multiplies together the over and under color and divides by the color space, therefore the result is always darker.
Multiplying by white is like multiplying by one. There's no effect. Now I'll make another new layer, slide it under my template and I'm ready to start painting my bump. I'll zoom in on one of my container ends first, and I'll start to make a marquee, that's going to be one piece of corrugation. I'll make this marquee fairly skinny, dragging it in and pressing Ctrl+0 to zoom out and see if I'm in the right place. As you can see, I had to zoom a little bit to get this to show all the lines. That's not a problem, it's just a reflection of the magnification we're working with.
First I'll fill this in light gray. This will be my up color in the corrugation, the farthest out but they protrude. I'll like to reserve white in my bump maps for things that stick out further, such as bubbled rust. I'll click on the Paint Bucket and fill that marquee. I'll press Ctrl+D to deselect, V for Move, and hold Alt while I clone this layer to the side. Shift will help me constrain direction. Now I've got two of the same layers next to each other. I'm going to hold Ctrl and click on the layer thumbnail of that new layer.
Now the selection is constrained to that layer. Finally, I am going to make a gradient, found here under the Paint Bucket tool. I am going to take my gradient, which goes from foreground to background, and go across this. But I need to make that black a little bit lighter. I'll click on black and pull this us up into a medium dark gray. Again I like to reserve black for deeper pits in the surface or dents. I'll click on the left side, hold Shift and drag that gradient across that marquee. That's the first part of the corrugation.
Now I can clone this in the same way and make one zig, we'll call it. I'll right-click on the original, choose Layer 1, hold Alt and clone that over, X swaps the colors and G for the Paint Bucket. Well actually, here it is under my gradient again. And I'll fill that marquee with my lower color. Now I'll right-click on that gradient section, choose it, Alt+Clone it over, and rotate it around. I'll press Ctrl+T to get to the transform, flip it around holding Shift, and Enter to finish.
That's one corrugation. I'm ready to flatten these layers by pressing Ctrl+E and Alt+Clone these along, snapping onto the other layer and repeating the process, cloning the corrugations along the container. Once I've got a few, I can press Ctrl+E to merge them down, and Alt+Clone four or five at a time. I'll tab out the menus, press Spacebar to pan over, and Alt+Clone another section of corrugation. Looks like I need a piece of one to finish and I will let it just run right off the edge.
Then I'll use my marquee to select and delete any pieces that overlap other UV shelves. There is the start of my corrugations. These are very wide corrugations on this container, but when they're put into a normal map, it's going to look like it has a lot of detail. I'll finish this for the other sides, and then I'll start to do the bump on the doors and other unique components.
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