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Creating Next-Gen Game Weapons in 3ds Max

Course Summary

In this training, we'll cover in great detail how to create a highly detailed game ready revolver. Software required: 3ds Max 2014, Zbrush 4R6, Quixel Suite.


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    Course Syllabus

    Introduction and Project Overview
    - 1m 18s

    —Introduction and Project Overview 1m 18s
    Creating Next-gen Game Weapons in 3ds Max
    - 11h 59m

    —Setting up the Reference Images 5m 19s
    —Beginning the High Poly Frame 8m 28s
    —Blocking in the Frame Around the Cylinder 9m 53s
    —Blocking in the Trigger Guard 6m 59s
    —Blocking in the Rest of the Frame 13m 18s
    —Blocking in the Frame Handle 7m 7s
    —Adding Final Details to the Frame 12m 15s
    —Finishing the High Poly Frame 15m 4s
    —Blocking in the Barrel 8m 52s
    —Blocking in the Secondary Element of the Barrel 10m 45s
    —Finishing the Barrel 12m 39s
    —Blocking in the Cylinder 11m 33s
    —Continuing to Block in the Cylinder 9m 56s
    —Adding Detail to the Cylinder 10m 11s
    —Finishing the High Poly Cylinder 9m 1s
    —Creating the Spindle for the Cylinder 6m 44s
    —Modeling the Ratchet for the Cylinder 9m 0s
    —Modeling the Crane for the Cylinder 9m 30s
    —Modeling the Handle 12m 31s
    —Modeling the Shield for the Cylinder 11m 51s
    —Modeling the Trigger 9m 26s
    —Creating the Hammer 12m 52s
    —Modeling the Key Lock 13m 31s
    —Modeling the Floating Geometry 12m 41s
    —Sculpting Fine Details for the Handle 6m 29s
    —Sculpting the Grip Detail on the Handle 10m 54s
    —Finalizing the High Poly Mesh 8m 34s
    —Exploding the High Poly Mesh 7m 33s
    —Retopologizing the Frame 14m 14s
    —Continuing to Retopo the Frame 11m 46s
    —Retopologizing the Back of the Frame 9m 35s
    —Finishing the Main Body of the Frame 9m 39s
    —Retopologizing the Trigger Guard 13m 4s
    —Retopologizing the Stock 12m 17s
    —Finishing the Stock of the Game Mesh 9m 3s
    —Finishing the Symmetrical Elements of the Frame 13m 22s
    —Modeling the Asymmetrical Elements of the Frame 9m 25s
    —Finishing the Frame 12m 5s
    —Overcoming Issues with the Low Poly Frame 9m 47s
    —Beginning the Barrel of the Low Poly Mesh 13m 55s
    —Modeling the Secondary Element of the Low Poly Barrel 11m 4s
    —Finishing the Low Poly Barrel 13m 55s
    —Modeling the Front Sight 7m 45s
    —Optimizing the Frame of the Game Mesh 10m 49s
    —Creating the Low Poly Cylinder 10m 15s
    —Finishing the Low Resolution Cylinder 10m 30s
    —Modeling the Low Poly Crane 5m 0s
    —Creating the Low Poly Trigger 6m 29s
    —Finishing the Game Mesh 11m 8s
    —Setting up Smoothing Groups 14m 48s
    —Finishing the Smoothing Groups 13m 33s
    —Laying out the UVs of the Frame 9m 42s
    —Continuing to Layout the UVs of the Frame 12m 9s
    —Unwrapping the UVs of the Stock 9m 23s
    —Unwrapping the UVs of the Main Frame 9m 2s
    —Finishing the UVs of the Frame 13m 52s
    —Unwrapping the UVs of the Barrel 13m 52s
    —Laying out the UVs of the Cylinder 13m 56s
    —Unwrapping the Crane and the Trigger 7m 8s
    —Unwrapping the UVs of the Hammer 9m 19s
    —Laying out the UVs of the Key Lock 5m 21s
    —Creating Test Bakes 12m 20s
    —Applying the Normal Maps on Our Game Mesh 4m 14s
    —Combining the UVs 9m 10s
    —Baking Our Final Normal Map 10m 59s
    —Resetting the Position of Game Mesh Parts 10m 13s
    —Texturing the Revolver 8m 40s
    —Detailing the Metal Textures 8m 30s
    —Creating the Wood Texture 6m 37s
    —Adding a Dirt Pass 8m 11s


Course Fee:
USD 29

Course Type:

Self-Study

Course Status:

Active

Workload:

1 - 4 hours / week

This course is listed under Open Source , Development & Implementations , Digital Media & Games and Mobility Community

Related Posts:

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