Modeling and Texturing a Next-gen Building for Games in 3ds Max

Hone your texturing skills while modeling game architecture. You’ll explore 3ds Max’s powerful features like texture sheets, the grid, shaders and more. Software required: 3ds Max 2012, Photoshop CC 2015, Quixel SUITE 1.8, Marmoset Toolbag 2.
Course info
Level
Intermediate
Updated
Mar 28, 2016
Duration
6h 6m
Table of contents
Introduction and Project Overview
Modeling and Texturing a Next-gen Building for Games in 3ds Max
Setting up the Full Building Reference 9m Determining Our Needs for Texture Sheet 10m Setting up Our Texture Sheet 9m Working on Our Texture Sheet 9m Completing Our Texture Sheet 10m Learning the Basics of Normal Map Creation 7m Making Our Normal Maps 9m Detailing Our Sections 11m Creating a 2D Plane and Detaching Our Modular Pieces 9m Setting up a Reference Photo in 3ds Max 10m Creating a 2D Paper Model 10m Using the Snap Tool 10m Creating the Top 3D Building Geometry 9m Creating the Right Side 3D Geometry 12m Modeling the Columns 6m Creating the Middle of the Building 10m Creating the Left Side 3D Geometry 10m Creating the Material ID Mask in Photoshop 12m Previewing the Normals and Material ID in Marmoset Toolbag 10m Importing the Normal Map and the Material ID Map 9m Creating the PBS Textures in Quixel's DDO 11m Creating All Our Materials 11m Setting up Our Masks for All Materials 8m Creating the Concrete Texture in DDO 10m Creating the Brass, Copper, and Bronze Textures 11m Creating the Windows Texture 7m Adjusting All the Textures in DDO 6m Importing Our Model into Marmoset Toolbag 9m Making More Changes to the Geometry 8m Changes to the Pillar Geometry 10m Creating the Sidewalk Geometry and the Flag Poles 12m Exporting Our Building to Preview It in Marmoset Toolbag 9m Tweaking Our Textures 7m Creating the Lighting in Marmoset Toolbag 10m Modifying Our Textures to Add More Detail 12m Finishing the Lighting and Final Touches for Rendering 13m Adjusting the Diffuse Map for a Different Lighting Setup 12m Making a Rainy Scene and Changing the Lighting 10m
Description
Course info
Level
Intermediate
Updated
Mar 28, 2016
Duration
6h 6m
Description

Being able to model detailed architecture with realistic textures really enhances the quality of your games. Throughout this course, Modeling and Texturing a Next-gen Building for Games in 3ds Max, you'll cover the modeling and texturing of a next-gen building in 3ds Max and Quixel. You'll start by using a reference photo to create a texture sheet and learning how to use the grid to make the modular pieces. You'll then go into modeling and making your physically-based shaders, as well as create the normal maps with Quixel's NDO. Finally, you'll light and preview your model and textures in Marmoset Toolbag. By the end of this course, you'll know how to use the modeling and texturing tools in 3ds Max so that you can create fantastic architecture for the world of any game. Software required: 3ds Max 2012, Photoshop CC 2015, Quixel SUITE 1.8, Marmoset Toolbag 2.

About the author
About the author

Brandon Volpe is a 3D, CGI, and Environment Artist. He was born and grew up in the Metro-Detroit Area.

Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi, everyone. My name is Brandon Volpe, and I'm a 3D Environment Artist. My latest projects include an Android game called The Casino Boat Robbery by Frog Invasion Games, and a product for CES called the Oculus Experience for OnStar, with Pixo Group. I also volunteer every year at the Game Developer's Conference in San Francisco. All of my work can be seen at www. brandonvolpe. com. In this course, we are going to go over how to texture a next-gen building facade. Some of the key takeaways from watching this course include learning how to use a reference photo to start creating textures, using the grid in PhotoShop to create a texture atlas, How to create an OMS in Quixel's NDO, making physically based shaders using Quixel's DDO, and finally how to showcase these textures in Marmoset. By the end of the training, you will have a strong understanding of creating physical based shaders in Photoshop, in the Quixel suite, and finally how to showcase these PBR textures in Marmoset. I'm excited to share these techniques with you, so let's get started with the first lesson.