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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 modeling the sides, tops and bottoms of my shipping container. Notice that one side, the big side here, is actually an instance of the other side. Because it's very difficult, as I've said previously, to see all of the container at once. We're on one side, we walk around and we can forget what the other side looked like. This is going to help me in my unwrapping. We can unwrap multiple objects in Max very easily. I'll pick one end, one side, the top and the other end, and I'm holding Ctrl to add to the selection.
By turning on the wireframe on shaded or shaded with edged faces I can see the selection here. The two ends are not instanced, because one has doors and one doesn't, but the sides and top and bottom are. Now in the Modifier List I'll choose Unwrap UVW. We can unwrap multiple objects and it shows up as an instanced modifier. I'll open up the UV Editor. These are flat objects but their default mapping is a square, which means it would stretch the texture as we know them to be rectangles. What I'll do a lot of times here is to quickly flatten out all the mapping, so they all stay in the same proportion, because they're sharing an unwrap they will all flatten together.
I'll press 3 for faces, Ctrl+A to Select All, and under Mapping, choose Flatten Mapping. Flattening has a threshold and spacing. This allows us to detail how do we flatten objects. In this case, this will work just fine because I'm flattening flat things. I'll click OK and there are all of my objects laid out. Here are both sides, the top and bottom and uniquely the end and the doors. And I have leftover space here for either scaling my UVs or fitting in my other frame elements in my unwrap.
I'm stacking textures here and it's a very quick way to handle boxy objects like this while maximizing that texture space. I'll close this and now I'm ready to start working on the corner elements and posts. I'll use the same approach to those but I need to modify their polygons a little bit. We have a few polys we can optimize in the next video.
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