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Game Prop Creation in 3ds Max
Illustration by Mark Todd

Game Prop Creation in 3ds Max

with Adam Crespi

Video: Welcome

Hi! I am Adam Crespi and welcome to Creating Game Props in 3ds Max. In this course, we'll look at modeling large and small props for games, starting out with the basic workflow; cloning and instancing objects for ease of modeling and unwrapping. Then we'll look at unwrapping and painting by hand textures in Photoshop. We'll look at diffuse, normal and specular textures, additionally using some plug-ins to help us generate our normal maps. Then we'll move into our digital sculpting application Mudbox, and look at ways to add realism detail to our objects.
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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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Game Prop Creation in 3ds Max
6h 5m Intermediate Jun 21, 2012

Viewers: in countries Watching now:

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.

Topics include:
  • Laying out the overall form
  • Planning for modular textures and models
  • Adding the framing components
  • Laying out the UV coordinates
  • Creating bump maps
  • Painting diffuse textures
  • Setting up a library of textures
  • Converting bump maps to normal maps
  • Testing maps
  • Laying out a texture sheet for multiple tools
  • Using a high poly to low poly workflow
  • Baking out normals and ambient occlusion for rusty and dirty surfaces
  • Modeling furniture
Subjects:
3D + Animation Game Design
Software:
3ds Max Unity 3D Mudbox
Author:
Adam Crespi

Welcome

Hi! I am Adam Crespi and welcome to Creating Game Props in 3ds Max. In this course, we'll look at modeling large and small props for games, starting out with the basic workflow; cloning and instancing objects for ease of modeling and unwrapping. Then we'll look at unwrapping and painting by hand textures in Photoshop. We'll look at diffuse, normal and specular textures, additionally using some plug-ins to help us generate our normal maps. Then we'll move into our digital sculpting application Mudbox, and look at ways to add realism detail to our objects.

We'll look at baking out normals from there, and also in 3ds Max, working in high poly to low poly workflow, baking out normals and ambient occlusion for rust and dirt. Lastly, we'll talk about best practices for exporting out to Unity, the project structure, and cloning and instancing objects to get the best use of resources. We'll put in some lights and be able to test out our scene and see how it should look in the game. Now let's get started creating some game props.

There are currently no FAQs about Game Prop Creation in 3ds Max.

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