
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.
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.
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.
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.
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.
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.
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.
Apply finishing touches to a mechanical arm built in 3ds Max, adding cylinders, cables, and joints, then texture and bake in Substance Painter.
Begin the course on building a mechanical arm with 3ds Max & Substance Painter with an introduction that frames the workflow and emphasizes boundary-based, space-efficient design.
Convert a high-poly mechanical arm to a low-poly version in 3ds Max by deleting unnecessary geometry, hiding and simplifying faces, and using targeted optimization steps to speed up workflow.
Learn to convert a high poly model to a low poly version by removing unnecessary geometry, optimizing edges, collapsing faces, and mirroring changes across sides to speed up the workflow.
Explore uv unwrapping a mesh in 3ds Max with Substance Painter, separating parts, aligning uv islands, applying projection, stitching uv shells, and baking textures for one cohesive model.
Learn to unwrap a mesh with UV projection, stitch seams, relax, and copy the unwrapped sides across the model while handling inner faces and texture space.
Finish uv unwrapping by organizing objects into a compact, non-overlapping uv layout, adjusting scale for big, medium, and small parts, and saving the scene for a clean texture workflow.
Place and pack UVs efficiently by fitting all parts tight without overlap, prioritizing larger UVs for major faces, and preparing for baking the final texture.
Apply texture maps, bake them, and import into Substance Painter to refine diffuse textures and metal and nonmetal surfaces for the final model.
Master preparing a 3ds Max model for baking by cleaning smoothing groups, exploding the mesh, adjusting vertices, beveling edges, and setting up ambient occlusion and textures for Substance Painter.
Bake texture maps for a mechanical arm using 3ds Max and Substance Painter, fix normals in Photoshop, create color ID maps, and apply metallic roughness for realistic finishes.
Create a new Substance Painter project from a mesh, configure brushes and spacing, and apply base metal color with surface imperfections to detail normal maps.
Master finishing base colors and dirt on a mechanical arm model by applying surface imperfections, dust, normals, and roughness in Substance Painter, exporting maps and refining metal and welding details.
Apply the small details to a mechanical arm by masking, painting, and texturing in 3ds Max and Substance Painter, refining diffuse, normal maps, and roughness.
Finish the texture and posing of a mechanical arm using 3ds Max and Substance Painter by refining masks, applying stickers, adjusting heights, and optimizing lighting for realistic shadows.
Develop final detailing for a mechanical arm in 3ds Max and Substance Painter, tuning lighting, materials, and focal distance, then render and prepare the presentation for the course conclusion.
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.