Game Weapon Modeling Fundamentals

Weapons can be one of the most enjoyable assets to create in game development. This course, you'll use ZModeler and ZBrush sculpting to create a low and high poly weapon model from scratch, and unwrap inside 3ds Max using industry workflows. Software required: ZBrush and 3D Studio Max.
Course info
Level
Beginner
Updated
Jun 7, 2017
Duration
2h 48m
Table of contents
Description
Course info
Level
Beginner
Updated
Jun 7, 2017
Duration
2h 48m
Description

Weapons can be one of the most enjoyable assets to create in modern game development as they can receive a lot of attention and care, and are highly appreciated by players and developers alike. Traditional hard surface workflows are powerful but can tend to feel technical and cumbersome. Instead, some of ZBrush's modern workflows allow for more flexibility and creativity using ZModeler combined with sculpting. In this course, Game Weapon Modeling Fundamentals, you'll cover how to utilize ZModeler and ZBrush sculpting to create a low and high poly weapon model from scratch. First, you'll explore how to model a detailed high polygon weapon entirely inside ZBrush without sacrificing structure or quality. Next, you'll learn how to sculpt on top of that work. Finally, you'll discover how to turn it into a low poly mesh with unwrap that's ready for texturing. By the end of this course, you'll be able to confidently create hard surface weapons for game development. Software required: ZBrush and 3D Studio Max.

About the author
About the author

Dan John Cox has worked in the games industry for 8 years as both an environmental, concept, and character artist.

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Section Introduction Transcripts
Section Introduction Transcripts

Course Overview
Hi everyone. My name is Dan John Cox, and welcome to my course, Game Weapon Modeling Fundamentals. I'm a 3D artist in the games industry. Creating weapons and games is a compelling and enjoyable experience. These are the things players will be excited to get and fight with and are often huge focal points of player enjoyment. Not only that, but they will also be very fun to model too. In this course, we will adapt a concept model into a production-ready asset using ZBrush and ZModeler to create hard surface shapes like you would in traditional subdivision modeling software. Some of the major topics that we will cover include low poly subdivision modeling inside of ZBrush, using traditional ZBrush techniques to add further detail, creating a lowpoly model and unwrap inside of 3D Studio Max. By the end of this course, you'll have an understanding of how to model a fantasy weapon entirely inside of ZBrush. Before beginning this course, you should be familiar with the ZBrush and 3D Studio Max interfaces. I hope you'll join me on this journey to learn to create complex weapon models with the Game Weapon Modeling Fundamentals course, at Pluralsight.