Description
Course info
Level
Advanced
Updated
Apr 22, 2013
Duration
6h 53m
Description

In this series of tutorials, we take a look at the process of creating a gun for use in a game engine like UDK, Unity, or CryEngine. We go through this process bit by bit starting off by creating a high poly version of the gun using subdivision techniques. The next step will be creating a low-poly version. When this is finished we will take a look how to unwrap elements in order to create the UV Layout. Then we move on to baking ambient occlusion and normal maps. We use Render To Texture dialog in 3ds Max to accomplish this. After we finish it we'll move over to Photoshop and start to create a diffuse map as well as a specular map. Lastly we'll check our results in Marmoset Toolbag. Software required: 3ds Max 2013, Photoshop CS6, Marmoset Toolbag 1.08.

About the author
About the author

Maciej is a CG visualization artist working in Poland.

More from the author
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Hi. I'm mature and friendly. I'm working in my own company based in Poland. I work with architectural and product visual ization, but mostly I'm interested in game industry. I've always loved doing props, and that's why now you can watch this tutorial. So in following lessons, we focus on creating done, which can be used in game engines like Unreal Community and so on. First, we model hyperbole version of gun using mostly by inch metal. Then we move on and create low party match. We've reasonable part account. Then we will spend some time to set up Max for mops baking. We also use it to render selection masks, which makes selection separate elements much faster later on in photo shop way, use marmoset to prove your progress, and in the end, check final results. I hope all of you can easily following along on. I'm really excited about this tutorial and yeah, let's get to work