Modeling Sci-Fi Weapons for Games in 3ds Max

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.
Course info
Level
Intermediate
Updated
Jan 28, 2013
Duration
10h 36m
Table of contents
Introduction and Project Overview
Modeling Sci-Fi Weapons for Games in 3ds Max
Creating Silhouettes 15m Finalizing the Silhouette 17m Blocking the Upper Rail 15m Blocking the Bottom Rail 9m Blocking the Upper Rail Accessory 12m Blocking the Rail Straps 12m Blocking the Receiver and Hand Guard 13m Blocking the Pistol Grip and the Rifle Butt 12m Blocking the Stabilizers for the Rifle Butt 12m Finalizing the Block out Model 18m Creating Details Using a Paint Over 13m Modeling the High Poly Version of the Upper Rail 18m Modeling the High Poly Version of the Lower Rail 12m Modeling the High Poly Version of the Inner Rails 17m Modeling the High Poly Version of the Rail Straps 10m Modeling the High Poly Version of the Rail Accessory 12m Modeling the High Poly Version of the Receiver 12m Modeling the High Poly Version of the Pistol Grip 11m Modeling the High Poly Version of the Hand Guard 7m Modeling the High Poly Version of the Rifle Butt 16m Modeling the High Poly Version of the Accessory Pieces 8m Adding Depth to the High Poly Model 14m Building the Scope 17m Modeling the High Poly Hardware 13m Finishing the Hardware 15m Placing the Hardware 14m Modeling Integrated Hardware 15m Finalizing the High Poly Model 13m Modeling the Low Poly Model 15m Retopologizing the Outer Rails 16m Modeling the Low Poly Inner Rails 13m Modeling the Low Poly Accessory 15m Modeling the Low Poly Straps 14m Modeling the Low Poly Receiver 15m Modeling the Low Poly Grip 7m Modeling the Low Poly Rifle Butt 12m Modeling the Low Poly Scope Rail and Scope 17m Unwrapping the Upper Rail 13m Unwrapping the Lower Rail 11m Unwrapping the Inner Rails 15m Unwrapping the Straps 8m Unwrapping the Scope Mounts 6m Unwrapping the Scope Rail 15m Unwrapping the Scope 17m Unwrapping the Receiver 13m Combining the UV's 14m Baking the Normal Map 18m Combining the Normal Maps 9m
Description
Course info
Level
Intermediate
Updated
Jan 28, 2013
Duration
10h 36m
Description

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.

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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