Game Prop Creation in 3ds Max

with Adam Crespi
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Game Prop Creation in 3ds Max
Video duration: 0s 6h 5m Intermediate


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.

Topics include:
  • Laying out the overall form
  • Planning for modular textures and models
  • Adding the framing components
  • Laying out the UV coordinates
  • Creating bump maps
  • Painting diffuse textures
  • Setting up a library of textures
  • Converting bump maps to normal maps
  • Testing maps
  • Laying out a texture sheet for multiple tools
  • Using a high poly to low poly workflow
  • Baking out normals and ambient occlusion for rusty and dirty surfaces
  • Modeling furniture
3D + Animation
3ds Max Mudbox Unity


- [Voiceover] Hi, I'm Adam Crespi and welcome to Creating Game Props in 3ds Max. In this course, we'll look at modeling large and small props for games. Starting out with a basic work flow, cloning and instancing objects for ease of modeling and unwrapping. Then we'll look at unwrapping, and painting by hand textures in Photoshop. We'll look at diffuse, normal, and specular textures. Additionally, using some plugins to help us generate our normal maps. Then we'll move into our digital sculpting application, Mudbox, and look at ways to add realism and detail to our objects.

We'll look at baking out normals from there. And also in 3ds Max, working in highpoly to lowpoly workflow. Baking out normals and ambient occlusion for rust and dirt. Lastly, we'll talk about best practices for exporting out to unity, the project structure, and cloning and instancing objects to get the best use of resources. We'll put in some lights and be able to test out our scene and see how it should look in the game. Now let's get started creating some game props.

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