From the course: 3ds Max: Game Prop Creation
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Final thoughts
Congratulations! You've finished the course Creating Game Props in 3ds Max. Starting out with basic volumes and blocking out simple forms, paying close attention to silhouette. Then we've looked at techniques to use assemblies of small objects and unwrapping them in stacking UVs. We have incorporated Autodesk Mudbox into the pipeline, so we have digital sculpting as part of our toolkit. We've looked at ways to bake normals both out of Photoshop and out of Mudbox and in 3ds Max, to get the optimal look for our game. We've added an ambient occlusion as a foundation for dirt and rust, and finally looked at putting it all together in modular textures we can swap in and out. We brought these pieces into Unity and looked at how do they look in game lighting. We've placed a premium on workflow, making sure that we're organized all the way through, so changes are easy to do and we can make lots of different variations so it looks like a rich world in our game. So get out there, get some…
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Contents
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Overview of modeling a large prop52s
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Laying out the overall form and planning for modular textures and models4m 49s
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Adding the framing components4m 56s
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Adding the side panels2m 33s
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Unwrapping the sides2m 10s
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Unwrapping one corner box2m 25s
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Unwrapping one of each frame member2m 48s
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Laying out the UV coordinates5m 35s
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Overview of the texturing process1m 9s
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Creating a bump map for the corrugated sides5m 20s
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Adding more details to the bump map3m 23s
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Drawing the bump map for the door3m 33s
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Adding details to the doors2m 55s
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Painting the diffuse texture: planning the layers1m 47s
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Painting the base coat and logo2m 3s
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Adding tracking labels and other markings3m 9s
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Adding soft rust3m 57s
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Adding rust bubbles3m 46s
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Setting up a library of shipping container textures4m 2s
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Painting dirt and rust variations4m 43s
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Transferring wear from the diffuse texture to the bump map2m 43s
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Converting bump maps to normal maps4m 37s
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Testing the maps5m 54s
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Overview of modeling small props1m 1s
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Modeling a sledgehammer2m 52s
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Adding detail and smoothing groups4m 42s
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Unwrapping as part of a texture sheet4m 56s
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Modeling a ladder5m 6s
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Adding detail and smoothing groups3m 10s
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Unwrapping for the ladder5m 47s
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Placing the clean texture5m 51s
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Laying out a texture sheet for multiple tools4m 50s
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Painting galvanized steel6m 59s
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Adding dirt and wear6m 48s
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Planning for optimal texture usage2m 48s
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Painting dirt and age variations8m 34s
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Modeling furniture using simple parts and reusable textures1m 18s
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Planning and analyzing the modeling of a chair1m 46s
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Blocking out the basic form5m 26s
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Adding detail and smoothing groups4m 58s
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Refining the silhouette3m 31s
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Unwrapping for the chair7m 53s
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Painting the fabric6m 26s
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Making a normal map for the fabric4m 42s
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Planning the modeling of a table2m 7s
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Blocking out the basic table form5m 34s
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Adding legs and skirt boards to the table7m 9s
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Breaking up the model for texturing6m 21s
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Laying out the wood texture5m 49s
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Reusing parts to make a round table6m 22s
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Understanding the importance of painting textures from scratch1m 23s
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Creating the initial grain lines1m 31s
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Adding value variation across the grain4m 16s
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Warping and curving the grain2m 32s
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Adding knots3m 2s
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Colorizing the grain and planning for stains5m 10s
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Cutting out boards for a UV layout4m 22s
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Adding patina and wear to a final texture5m 49s
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Understanding the importance of a low poly count1m 12s
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Overview of normal maps1m 45s
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Modeling a high-poly work for projection4m 8s
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Overview of the pipeline2m 41s
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Planning edge flow for elegant modeling4m 29s
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Smoothing groups2m 50s
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Adding details by beveling and extruding4m 28s
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Adding hinges5m 42s
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Using Push/Pull and Soft Selection to add dents3m 34s
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Baking the high-poly mesh onto the low-poly model to produce a normal map6m 39s
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Overview of Mudbox57s
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Preparing for a smooth export to Mudbox3m 16s
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Importing from Mudbox: choosing the right resolution4m 26s
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Using the sculpt tools in Mudbox4m 3s
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Painting in Mudbox5m 34s
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Exporting paint layers from Mudbox3m 1s
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Extracting and exporting a normal map from Mudbox5m 44s
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Projecting normal maps from a Mudbox model5m 53s
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Importing and assigning objects and maps in Unity3m 9s
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Overview of ambient occlusion and specularity40s
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Setting up ambient occlusion as a texture5m 14s
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Using ambient occlusion as a foundation for rust and dirt4m 36s
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Using ambient occlusion to add detail to textures4m 26s
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Painting a specular map6m 36s
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Streamlining the import process: placing maps in the right channels4m 27s
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