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Learn how to create a game-engine ready grenade by using 3Ds Max 2016 and Substance Painter. This free hard-surface tutorial is covered with full commentary and without fast forwarding!
Starting with the scene setup in 3Ds Max, you will learn how to set up reference images and determining the right size for our object. We will then continue with the actual low and high-poly modeling part in which we make use of advanced actions, modifiers and tools to help us create our grenade. After the modeling process we will jump straight into the UVW editor and focus on the importance of an optimized UV-Layout to get the maximum out of our texture.
In the Substance Painter part we will then bake our normal map as well as other important support maps. Right after that you will learn how to create an ultra realistic texture for our grenade. Starting with a basic introduction to Substance Painter we go over layers, fill layers and smart materials and understand in which cases they make sense to use. After that we will create our base layer materials and work in combination with procedural textures, masks and generators to form up the wear and tear on our grenade resulting in a photo realistic appearance.
- Reference images essential to start working on the grenade.
- Low and highpoly files if you just want to tag along for the Substance Painter course
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|Section 1: 3ds Max 2016 - Scene setup and low-poly, high-poly modeling.|
Pineapple Grenade "MK2" - Modeling Introduction.
Getting started - Scene setup and first modeling steps.
Grenade spoon and ring elements.
High-poly modeling and UV-Layout.
More UV-Layout (unwrapping).
More UV-Layout and high-poly bake preparation.
|Section 2: Substance Painter - Baking & Texturing the grenade|
Baking our support maps
Layers, Fill Layers, Smart Materials and first texturing steps.
Base Materials & first wear and tear steps.
Hi! I'm Tim - Senior 3D Artist at Ubisoft Toronto.
I'm originally from Germany where I graduated in game design in 2008 and then started my career as a 3D Artist at the Crytek headquarter in Frankfurt. One of the many great things about this industry is that from day one you find yourself surrounded by many of the top talent of the industry. Today I can look back having worked on titles such as Far Cry 4, Splinter Cell Blacklist and the Crysis series as well as other non disclosed titles.
I found my passion in hard surface modeling such as weapons and vehicles and I also enjoy creating tutorials as of late. In those I share all my tips and tricks which I gathered over the years, helping you to avoid mistakes and equipping you with powerful techniques and knowledge to get your 3D Artist career started. Make the first move today and build an impressive portfolio. Let me help you getting there!