In this 3ds Max and Unity tutorial we'll learn how to organize our assets and establish a kit bashing pipeline within 3ds Max. We'll explore ways to speed up rendering time in V-Ray using Solid Rocks, look at Material Preset Pro created by Siger Studio and investigate Open Subdiv Modeling. By the end of this 3ds Max and Unity training you'll know what it takes to create high res assets and rip those down to textures that then can be applied to an environment provided to you by Camouflaj. Software required: 3d Max 2015, Photoshop CS6, Unity 4.5.
Introduction and Project Overview Hi everyone, my name's Stephen Hauer. I'm the Art Director with Camouflaj Game Studios. While at Camouflaj, I helped ship Republique episodes 1 through 3 on iOS, Android, and soon-to-be PC. In this course, we're going to be covering how AAA Studios use modular modeling and kitbashing to speed up workflow, ensure consistency, and lower financial costs. Some of the key takeaways you're going to learn during this entire process is, one, how to create content in a non-destructive manner, we're going to be looking at Neil Blevins' script SAL to establish our kitbashing kitbashing pipeline, I'm going to be showing you some crucial plug-ins for 3ds Max to speed up authoring time, we're also going to be looking at V-Ray, and we're going to be using it to rip our high-res textures to low-res. And finally, we're going to be taking the module assets we've just created, we're going to bring that into Unity to create our final environment. By the end of this training, you will have learned how to create real-time assets, and you will have a new kitbashing pipeline you can carry with you for years to come. I'm excited to say that Camouflaj, amazing as they are, have allowed me to actually provide to you one scene from episode 2 that we're going to end up using as our framework for creating our new environment. I'm excited to work with Digital-Tutors and Camouflaj to share these techniques with you. So, let's get started with the first lesson.