Getting Messy with Debris for Games in 3ds Max

In this series of tutorials we will be discussing several techniques for creating debris for games. Software required: 3ds Max 2014, Photoshop CS4, Mudbox 2014.
Course info
Level
Intermediate
Updated
Feb 2, 2014
Duration
1h 18m
Table of contents
Description
Course info
Level
Intermediate
Updated
Feb 2, 2014
Duration
1h 18m
Description

In this series of tutorials we will be discussing several techniques for creating debris for games. We'll start out by learning how to utilize decals to create debris that may be too tedious to model and to place in a game environment. After that we'll learn a very simple technique for creating a trash bag that will be used in our large debris pile, which we'll create later in the course. Once that is finished we'll discuss why static assets are crucial for game environments and how we can prepare them for use in a game engine. Then we'll discuss assets that will use physics in the game engine and how we as the artist help in that technical workflow. To wrap up these lessons, we'll discuss how to easily create shattered glass using the MassFX system in 3ds Max. Software required: 3ds Max 2014, Photoshop CS4, Mudbox 2014.

About the author
About the author

Joshua is a devoted games author at Pluralsight. For years Joshua was a key author behind Digital-Tutors' (now a Pluralsight company) popular game engine training. As a kid, he had a passion for playing video games, which eventually developed into a fascination with the process of game creation. The question of "How'd they do that?" led Joshua on a quest to learn to make these games himself. Ever since then, Joshua has devoted his life to creating games, as well as teaching others to build their own fantastic video games.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi, I'm Josh with Digital-Tutors, an Autodesk authorized publisher. Welcome to Getting Messy with Debris for Games. In this series of tutorials, we will be discussing several techniques for creating debris for games. We'll start out by learning how to utilize decals to create debris that may be too tedious to model, and to place in a game environment. After that, we'll learn a very simple technique for creating a trash bag that will be used in our game debris pile, which we'll create later in the course. Once that is finished, we'll discuss why static assets are crucial for game environments, and how we can prepare them for use in the game engine. Then we'll discuss the assets that will use physics in the game engine, and how we as artists can help in that technical workflow. To wrap up the course, we'll discuss how to easily create shattered glass using the mass effect system in 3ds Max. So by the end of this course, you will not only have some awesome assets that you can use in your own game projects, but you'll have all the knowledge you need to create your own debris for your next game project. So with that said, let's get started.