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
March 28, 2016
Duration
6h 6m
Table of contents
Introduction and Project Overview
Modeling and Texturing a Next-gen Building for Games in 3ds Max
Description
Course info
Level
Intermediate
Updated
March 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.