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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.
With my corner boxes unwrapped and my side panels unwrapped, I'm ready to start on the other frame elements and I'd like to optimize them a little bit. Poly counts still does matter, although not as much as in the early days of gaming. Really were after is silhouette, but any chance, I can take to optimize or reduce my poly count, I should. Here's what I'll do to make sure they stay as instances for the unwrapped. I've selected one of my vertical elements and under the Modifier List, I'm going to choose an Edit Poly Modifier. This Edit Poly instance is between all of them.
Now I can go into the Polygon submenu and select my end polygons. I'll press F2 to Shade Selected Faces and F3 to go into Wireframe. I can toggle back and forth on these display modes to let me see easier what's going on; whichever way works is fine. I'm going to pick all the phases and hold Alt and deselect all the middle ones. Notice that my window crossing toggle is set to Crossing. That's why I selected in the deselected.
The other option here is to set it to Window and simply window around the end faces. Anyhow, I'll pick both of the ends, which are completely obscured by other geometry and delete them. This change is now applied to all four corner posts because they're instances. I'm ready for an unwrap. I'll drop down on the Modifier List, hit U to go down to the use section, and pick my Unwrap UVW. In here, once I'm unwrapping one, the unwrap will instance to the others. I'll open up the Editor and see how this looks.
Again, I'm faced with the default squares and that's fine. I'll press 3 for Face, Ctrl+A to Select All, and under Mapping, I'm going to unfold it and see what it looks like. My unfold worked nicely. The last piece I'll verify here is which poly is which. Did I get the seam in the right place? I'll deselect and pick one and just see what it adjoins. This looks pretty good. Right in the middle here, this poly I have selected is one of the primary ones we're going to see, which means to the side is one side, and adjacent to it is the other primary polygon we're going to see.
So these two that are right in the middle of this UV shell allow me to paint texture continuity across and this joint right here on the edge actually is inside the box. Although we need the polygons, we can't see the joint. So when I paint my textures, I'm safe. I'll right-click and pick Top-level and now all four of my corner posts are unwrapped. I'll do the same thing; optimizing out the end polys and then unwrapping the top, bottom, and end framing members, and then I'm ready to start laying out the texture elements for my texture sheet.
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