- Gamma and scale
- Setting up a scene
- Creation and shaping
- Using symmetry modifiers
- UV mapping
- Using guide objects
- Detailing and finishing
- Refining a model
- Prepping a model
- Exporting a model
- Fixing issues
- Normal map baking
Skill Level Beginner
- [Joel] Hello, and welcome to our Game Art: Model and UV Map a Low Poly Asset course. My name is Joel Bradley and I am really looking forward to working through this modeling course with you. A course, in which we will do exactly what it says on the tin, which is to model and UV map a low poly game asset, using the powerful modeling tools that can be found in 3DS Max. In the introductory chapter, we will be taking a quick look at some simple setup tweaks that I often add to 3DS Max in order to make the modeling experience both quicker and easier.
Both of which, can be invaluable, when we find ourselves working in a production environment. In chapter one, we're going to look at creating the Hobart base of our low poly asset, using primitives, modifiers, and the modeling ribbon. Creating some complex shapes with relative ease thanks to 3DS Max's modifier stack. On top of this, we will also be UV unwrapping the model to pieces as we go. In chapter two, we will take a look at how we can create a number of low poly meshes using primitives, as well as reusing model parts, in order to speed up the creation workflow.
Again, we will be unwrapping these unique shapes as we go. Looking at how to place our UV seams in smart and efficient ways. Chapter three will see us make use of the cut tool in order to create the head of our bot. Cutting circular shapes into rectangular polygons can be problematic. Using the modifier stack to our advantage though, we will be able to overcome this challenge in a quick and efficient manner. And because we are unwrapping as we go, we will see the speed at which these simpler objects can have UV maps applied.
In chapter four we will make extensive use of 3DS Max's cylinder primitive as we create a piston arm, with many connecting pieces. Pieces that combine in order to hold our bot's shovel or scoop in place. This exercise will require that we think carefully about where we add cuts and extrusions to our model so as to get the best results possible. And then last, but by no means least, we will, in chapter five, model and UV map our robot's shovel. Before moving on to Max's game exporter, in order to take our low poly mesh, into the substance painter application, where we will bake out normal maps that we want.
This portion will see us needing to fix a problem that does make our normal maps look pretty bad. As we work our way through this course, one thing you will hopefully come to realize is that low poly modeling in 3DS Max is quite painless. And of course, the really exciting thing here, is that we are able to accomplish all of our tasks in the course, using just a handful of Max's most basic, and yet most powerful, modeling tools and processes, cuts, connects, welds, and so on. If you are ready to get started on your low poly modeling adventure, then let's get going and dive right in.
Creating a Stylized Wooden Crate Game Assetwith Joel Bradley2h 17m Intermediate
Creating a Environment Kit Design for Gameswith Christian Bradley2h 38m Intermediate
1. Modeling and Unwrapping the Drive Wheel Assembly
2. Building and UV Mapping the Wheels and Tread
3. Creating and Mapping the Head
4. Modeling and UV Mapping the Piston Assembly
5. Final Modeling, FBX Export, and Normal Map Baking
Next steps1m 41s
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