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Motorcycle Modeling Techniques in 3ds Max

Learn production techniques to hard surface modeling, creative tips and tricks to building complex geometry, and a proven workflow to modeling detailed motorcycles and parts. Software required: 3ds Max 2009 and up (required to open project files).

Intermediate
7h 58m
(6)

Created by Justin Marshall

Last Updated Mar 19, 2019

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  • Course

Motorcycle Modeling Techniques in 3ds Max

Learn production techniques to hard surface modeling, creative tips and tricks to building complex geometry, and a proven workflow to modeling detailed motorcycles and parts. Software required: 3ds Max 2009 and up (required to open project files).

Intermediate
7h 58m
(6)

Created by Justin Marshall

Last Updated Mar 19, 2019

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What you'll learn

Learn production techniques to hard surface modeling, creative tips and tricks to building complex geometry, and a proven workflow to modeling detailed motorcycles and parts. Contains over 8 hours of self-paced training for artists using 3ds Max. Popular highlights include: Modeling from Blueprints; Hard Surface Modeling; Polygon Modeling Techniques; Spline-based Modeling Techniques; Understanding Metal-working Process; Motorcycle Parts Overview; Modeling Detail for Realism; Surface Tools; Creating Seam Detail; Creating Complex Shapes with Booleans; NURBS and Splines for Tubes and Wires; Creating Geometry from Existing Pieces; Adding Welds to Metal Pieces; Adding Bevels to Edges and Polygons; Modeling Different Types of Materials; Materials and Lighting; Texture Maps; Image-based Lighting; Reference Images; Tire Treads with Bump Maps; Setting up Hierarchies; Posing for Final Shots. Software required: 3ds Max 2009 and up (required to open project files).

Motorcycle Modeling Techniques in 3ds Max
Intermediate
7h 58m
(6)
Table of contents

About the author
Justin Marshall - Pluralsight course - Motorcycle Modeling Techniques in 3ds Max
Justin Marshall
318 courses 4.7 author rating 1814 ratings

Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.

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