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Digital Tutors - Getting Messy with Debris for Games in 3ds Max
Duration 1h 18m Level Intermediate Project Files Included
Software used
3ds Max 2014, Photoshop CS4, Mudbox 2014
What you will learn
In this series of tutorials we will be discussing several techniques for creating debris for games.
We'll start out by learning how to utilize decals to create debris that may be too tedious to model and to place in a game environment. After that we'll learn a very simple technique for creating a trash bag that will be used in our large debris pile, which we'll create later in the course. Once that is finished we'll discuss why static assets are crucial for game environments and how we can prepare them for use in a game engine. Then we'll discuss assets that will use physics in the game engine and how we as the artist help in that technical workflow.
To wrap up these lessons, we'll discuss how to easily create shattered glass using the MassFX system in 3ds Max.
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Introduction and project overview 01:02
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Using decals to create paper debris 07:13
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Applying decals 06:09
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Modeling a trash bag static asset 06:05
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Sculpting the trash bag 08:15
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Extracting the normal map 07:48
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Creating the large debris pile 07:43
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Preparing the large debris pile for export 09:03
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Preparing assets with physics properties 07:53
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Shattering glass 06:56
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Finishing the shattered glass 10:23
