A base object is a simplified or plain version of the final object. We can use these easy to make objects to plan out our scene before investing a lot of time in detailed final versions. These "grey boxed" versions help us determine the final height and volume of our final detailed versons. Often, these grey boxed dstand in objects will point out grid issues we may have with certain objects ahead of time, before we invest a lot of time modeling the final versions.
- [Voiceover] It is time to start planning our scene…and what elements we'll need to model.…The first step is to make stand-in…or gray box versions of our objects.…These are simple representations of the objects…that will let us work out our space…and potential grid or spacing issues.…I've already started to box in some of these objects.…Now, our gray box versions don't have to be gray.…In fact, we're going to color them.…Well, we call them gray box versions…because we're gonna throw them away.…So that means that all the rules that we've talked about…for objects that are gonna be imported into another program…don't really apply here,…as these objects are just gonna stay in Max,…and we're gonna discard these objects later.…
You can see we really want these objects to be boxes,…boxes, cylinders, primitives in general.…So at this point, I'm only concerned…about how these objects fit on the grid.…And if I was to go into front view here,…you could see my objects fit on the grid,…but any objects like these pillar pieces here…
He first introduces the modular pipeline in Max and the basics of making modular models. Then Christian shows how to ensure your texture maps align to the grid, and places objects in the scene to build the complex final structure—an ornate castle—shown at the end of the course. With a little patience, attention to detail, and the skills learned in this class, you can create design kits that speed up development and result in more realistic and immersive game environments.
- Setting up the workspace, units, and grid
- Modeling the main walls
- Working with back-facing polygons
- Creating base objects
- Building modular elements
- UX mapping modular meshes
- Changing materials