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Modeling Sci-Fi Weapons for Games in 3ds Max

by Joshua Kinney

In this series of step by step tutorials we learn how to model a sci-fi weapon using hard surface modeling techniques. Software required: 3ds Max 2013.

What you'll learn

In this series of step by step tutorials we learn how to model a sci-fi weapon using hard surface modeling techniques. To begin, we will learn the importance of creating silhouettes and how to take constructive criticism in order to make it a stronger design. After that, we'll begin blocking out the basic shapes of our weapon. Once the block out model is finished, we'll use a simple render to create a paint over in Photoshop to get a better idea of the details we want out of our high poly model. Then we'll jump into modeling the high resolution model and the game resolution model. Then we'll wrap up the course by laying out the UVs, baking our normal and ambient occlusion maps, and applying those maps back to the game model. Software required: 3ds Max 2013.

Table of contents

Introduction and Project Overview
1min
Modeling Sci-Fi Weapons for Games in 3ds Max
635mins

About the author

Joshua is a devoted games author at Pluralsight. For years Joshua has been 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 ... more

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