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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.
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Introduction and project overview
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Setting up the reference images
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Beginning the high poly frame
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Blocking in the frame around the cylinder
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Blocking in the trigger guard
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Blocking in the rest of the frame
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Blocking in the frame handle
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Adding final details to the frame
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Finishing the high poly frame
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Blocking in the barrel
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Blocking in the secondary element of the barrel
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Finishing the barrel
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Blocking in the cylinder
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Continuing to block in the cylinder
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Adding detail to the cylinder
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Finishing the high poly cylinder
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Creating the spindle for the cylinder
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Modeling the ratchet for the cylinder
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Modeling the crane for the cylinder
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Modeling the handle
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Modeling the shield for the cylinder
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Modeling the trigger
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Creating the hammer
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Modeling the key lock
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Modeling the floating geometry
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Sculpting fine details for the handle
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Sculpting the grip detail on the handle
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Finalizing the high poly mesh
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Exploding the high poly mesh
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Retopologizing the frame
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Continuing to retopo the frame
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Retopologizing the back of the frame
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Finishing the main body of the frame
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Retopologizing the trigger guard
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Retopologizing the stock
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Finishing the stock of the game mesh
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Finishing the symmetrical elements of the frame
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Modeling the asymmetrical elements of the frame
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Finishing the frame
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Overcoming issues with the low poly frame
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Beginning the barrel of the low poly mesh
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Modeling the secondary element of the low poly barrel
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Finishing the low poly barrel
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Modeling the front sight
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Optimizing the frame of the game mesh
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Creating the low poly cylinder
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Finishing the low resolution cylinder
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Modeling the low poly crane
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Creating the low poly trigger
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Finishing the game mesh
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Setting up smoothing groups
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Finishing the smoothing groups
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Laying out the UVs of the frame
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Continuing to layout the UVs of the frame
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Unwrapping the UVs of the stock
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Unwrapping the UVs of the main frame
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Finishing the UVs of the frame
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Unwrapping the UVs of the barrel
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Laying out the UVs of the cylinder
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Unwrapping the crane and the trigger
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Unwrapping the UVs of the hammer
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Laying out the UVs of the key lock
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Creating test bakes
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Applying the normal maps on our game mesh
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Combining the UVs
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Baking our final normal map
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Resetting the position of game mesh parts
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Texturing the revolver
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Detailing the metal textures
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Creating the wood texture
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Adding a dirt pass
