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Digital Tutors - Creating Next-Gen Game Weapons in 3ds Max

Duration 12h Level Advanced Project Files Included MP4

In this training we'll cover in great detail how to create a highly detailed game ready revolver. To

begin, we'll learn how to create a detailed high poly model. During this section you will learn tons of

tools and techniques specifically for high poly modeling, but more importantly how to plan and model

complicated shapes.

After that we'll spend a short time in ZBrush learning how to create fine details for the handle of our

revolver. Then we'll learn how to properly retopologize our mesh to get the low poly model. During this

section we'll learn how to properly optimize our mesh while still having enough geometry to support our

high poly detail. After that, we'll learn how to properly apply smoothing groups to our game mesh and how

to layout its UVs.

Then we'll wrap up the training by learning how to bake our normal map and how we can use Quixel's DDO to

quickly create textures using a Physically Based Rendering workflow.

  1. Introduction and project overview

  2. Setting up the reference images

  3. Beginning the high poly frame

  4. Blocking in the frame around the cylinder

  5. Blocking in the trigger guard

  6. Blocking in the rest of the frame

  7. Blocking in the frame handle

  8. Adding final details to the frame

  9. Finishing the high poly frame

  10. Blocking in the barrel

  11. Blocking in the secondary element of the barrel

  12. Finishing the barrel

  13. Blocking in the cylinder

  14. Continuing to block in the cylinder

  15. Adding detail to the cylinder

  16. Finishing the high poly cylinder

  17. Creating the spindle for the cylinder

  18. Modeling the ratchet for the cylinder

  19. Modeling the crane for the cylinder

  20. Modeling the handle

  21. Modeling the shield for the cylinder

  22. Modeling the trigger

  23. Creating the hammer

  24. Modeling the key lock

  25. Modeling the floating geometry

  26. Sculpting fine details for the handle

  27. Sculpting the grip detail on the handle

  28. Finalizing the high poly mesh

  29. Exploding the high poly mesh

  30. Retopologizing the frame

  31. Continuing to retopo the frame

  32. Retopologizing the back of the frame

  33. Finishing the main body of the frame

  34. Retopologizing the trigger guard

  35. Retopologizing the stock

  36. Finishing the stock of the game mesh

  37. Finishing the symmetrical elements of the frame

  38. Modeling the asymmetrical elements of the frame

  39. Finishing the frame

  40. Overcoming issues with the low poly frame

  41. Beginning the barrel of the low poly mesh

  42. Modeling the secondary element of the low poly barrel

  43. Finishing the low poly barrel

  44. Modeling the front sight

  45. Optimizing the frame of the game mesh

  46. Creating the low poly cylinder

  47. Finishing the low resolution cylinder

  48. Modeling the low poly crane

  49. Creating the low poly trigger

  50. Finishing the game mesh

  51. Setting up smoothing groups

  52. Finishing the smoothing groups

  53. Laying out the UVs of the frame

  54. Continuing to layout the UVs of the frame

  55. Unwrapping the UVs of the stock

  56. Unwrapping the UVs of the main frame

  57. Finishing the UVs of the frame

  58. Unwrapping the UVs of the barrel

  59. Laying out the UVs of the cylinder

  60. Unwrapping the crane and the trigger

  61. Unwrapping the UVs of the hammer

  62. Laying out the UVs of the key lock

  63. Creating test bakes

  64. Applying the normal maps on our game mesh

  65. Combining the UVs

  66. Baking our final normal map

  67. Resetting the position of game mesh parts

  68. Texturing the revolver

  69. Detailing the metal textures

  70. Creating the wood texture

  71. Adding a dirt pass

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