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Build a Mechanical Arm with 3ds Max & Substance Painter
Rating: 4.4 out of 5(23 ratings)
183 students

Build a Mechanical Arm with 3ds Max & Substance Painter

Learn to create a PBR-Ready Game Asset from start to finish!
Created by3dmotive LLC
Last updated 12/2016
English

What you'll learn

  • Create a proper low and high poly game asset
  • Learn to properly create textures and use baking techniques
  • Make an asset ready for games and film

Course content

3 sections25 lectures5h 18m total length
  • Download Course Files Here!0:04
  • Introduction to the Course0:57

    Begin this course by learning the pipeline to build a mechanical arm: modeling in 3ds Max, UV unwrapping, baking, exporting to XNormal, and texturing in Substance Painter.

  • Creating the base of the model17:26

    Build the base of the mechanical arm in 3ds Max with a simple bottom cylinder, keeping it straight for easier placement and texturing using extrusion and loops.

  • Converting the Base to High Poly15:15

    Transform a base model into a high-poly form by centering and aligning geometry, selecting faces, refining edges with loops, and converting to hyper subdivision using open subdivides.

  • Creating Add-ons for the Base16:45

    Create base add-ons by modeling components in 3ds Max, using cylinders, spheres, and cubes, aligning and smoothing edges, duplicating parts, and refining with connect, scale, and rotate for the base.

  • Creating the Joints13:31

    Create precise joints for a robotic arm by modeling interconnected segments, aligning the center line, and using loops and extrusion to form secure, connected elements in 3ds Max.

  • Creating the Top of the Model14:52

    Create the top of the model in 3ds Max by extruding, aligning, and scaling faces, then connect and center components to form the arm’s upper section.

  • Creating the End Grip15:55

    Learn to model the end grip for a mechanical arm in 3ds Max, detailing precise face selection, extrusion, scaling, welding, and cylinder assembly for a smooth, cohesive grip.

  • Applying the Finishing Touches10:14

    Apply finishing touches to a mechanical arm built in 3ds Max, adding cylinders, cables, and joints, then texture and bake in Substance Painter.

Requirements

  • Autodesk's 3ds Max
  • xNormal
  • Photoshop
  • Substance Painter
  • Marmoset Toolbag

Description

In this course we will be looking on how to create a 3d asset from start to finish using 3ds Max. We will be focusing on creating an asset that is focused for games by using the correct texture and optimization techniques. We will be going over on how to create a proper high poly and low poly in 3ds Max and then on how to uv unwrap our low poly and prepare our scene for baking our normal and AO map.

We will then export everything out of 3ds Max and we will start by baking our texture maps using xNormal. We will then go over the best settings in xNormal to minimize any baking errors - and for the errors that are left, we will go over on how to solve those by hand. Once all our textures are baked, we will start by setting up our scene in Substance Painter and we will start texturing our model. In Substance Painter, we will go over on how to use materials, fill layers, generators, and other techniques to create the final texture for our asset. We will then go into Marmoset Toolbag where we will render our final model and create a nice beauty shot of the final asset.

More about the Instructor:

Emiel Sleegers is a self-taught 3d artist currently residing in the Netherlands. He's been teaching himself 3D art for the past 3-4 years, and has worked as a freelance artist on numerous unannounced projects. He's a lover of all things 3d and enjoys sharing the knowledge he has obtained with others eager to learn.

Who this course is for:

  • Students and intermediate artists should take this course in order to learn the up-to-date industry standard methods for creating 3d assets.