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Digital Tutors - Creating a Game-Ready Tommy Gun in 3ds Max

In this series of tutorials we take a look on process of creating a gun for use in a game engine like UDK, Unity, or CryEngine.

We go through this process bit by bit starting off by creating a high poly version of the gun using subdivision techniques. The next step will be creating a low-poly version. When this is finished we will take a look how to unwrap elements in order to create the UV Layout. Then we move on to baking ambient occlusion and normals maps. We use Render To Texture dialog in 3ds Max to accomplish this.

After we finish it we'll move over to Photoshop and start to create a diffuse map as well as a specular map. Lastly we'll check our results in Marmoset Toolbag.

Creating a Game-Ready Tommy Gun in 3ds Max content:

  1. Introduction and project overview

  2. Overview of the tool and starting modeling

  3. Creating the high poly gun

  4. Modeling the barrel

  5. Creating the main frame

  6. Finishing the main frame

  7. Modeling the sight and other metal details

  8. Modeling the details for the second half

  9. Adding the small details

  10. Modeling the magazine

  11. Fixing some issues on the mesh

  12. Creating the low poly version

  13. Continuing to retopologize

  14. Finishing the retopology

  15. Last touches on the low poly version

  16. Unwrapping the gun

  17. Baking normal map and ambient occlusion

  18. Fixing the maps in Photoshop

  19. Creating the selection mask

  20. Continuing to paint textures for the gun

  21. Finishing textures and creating the specular map

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