Max has a few tools and settings that we’ll want to set up before starting our modular modeling. In this video we'll 1. configure the viewports to our liking, 2. set up our texture map viewing size so we can easily see our materials, 3. Choose a layout that will work for modular modeling, and 4. change the background color. Once we have MAX set up so we can more easily work on our modular objects we'll be ready to start.
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- [Voiceover] We're gonna need to make a few changes…to Max's default set up.…So that we can see our modular assets easier…and so that your scene will be set up similar to mine.…To start off we're going to customize our viewports…a little bit more than what Max is giving us to start with.…We're going to go up to this plus button here…and any viewport will work.…Right click, and we're gonna jump down here to…configure viewports.…Here we get a lot of choices for how we want to see…the scenes that Max is displaying.…
We're only interested in a few settings at this point.…Under display performance we wanna make sure…that we change the texture map size to something…bigger than 512.…This is the size that the texture maps are displayed…in the viewport.…Now eventually my texture maps are gonna be really large.…They're gonna be 4k texture maps.…That's probably larger than what most people are…going to be using for this.…But I'm going to type in 2048…which is a power of two number…and that should let us see our…texture maps more cleanly.…
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