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Building 3d Worlds with The Modular Workflow for Games
Rating: 4.3 out of 5(71 ratings)
610 students

Building 3d Worlds with The Modular Workflow for Games

Using 3ds Max and UDK, learn to build modular assets on the grid that are highly reusable and easy to create!
Created by3dmotive LLC
Last updated 9/2016
English
English [Auto],

What you'll learn

  • Learn to create scenes utilizing the Modular Building workflow
  • Learn to quickly build meshes on the grid that are highly reusable and simple to make

Course content

1 section11 lectures50m total length
  • Introduction0:42

    Create a modular 3D building set using a grid in Max, with beginner to intermediate guidance on unwrapping, photo editing in Photoshop, and exporting models for collision and light maps.

  • Modularity in an Environment3:10

    Build fast, scalable environments with a modular asset set of reusable meshes that snap together; swap components like doors and windows, and optimize texture work for large builds.

  • Great Reference is the Key to Success1:09

    Use photo and architectural references to guide texturing and modular piece selection for a building, identifying needed elements like windows, pillars, ground trim, roof trim, doors, and variants.

  • Setting up the Grid in Photoshop5:22

    Set up a modular texture sheet in Photoshop using a grid and snapping to build building blocks. Optimize texture space with a 2048 by 2048 canvas and tiled patterns.

  • Extracting Images for Your Texture5:16

    Extract and assemble textures from reference images by cropping, snapping to a grid, and aligning window details to create clean 2048 textures for games.

  • Setting up the Grid in 3ds Max3:22

    Set up the 3ds Max grid and units with a 32-pixel power-of-two spacing, then create a self-illuminated plane aligned to a 2048 by 2048 texture.

  • Modeling and UVing a Trim Piece4:58

    Detach the top trim from the main plane, extrude it by 32 units on a power-of-two grid, and unwrap and texture map edges for seamless tiling.

  • Creating a Window Asset6:33

    Build a window asset with clean edge loops, cuts, and extrusions, then unwrap and planar-map the faces to a flexible texture sheet for open-world game environments.

  • Pivots, Naming and Lightmap UVs7:47

    Set pivots on the grid, snap to the back bottom left vertex. Apply light maps with padding, check UV unwraps, and batch rename windows for UDK export.

  • Using Modularity in UDK, and Final Presentation12:06

    Learn to assemble modular game environments in UDK by snapping grid-based blocks, swapping static meshes, and applying simple moss textures and light reflections for fast, cohesive worlds.

  • Bonus Lecture: Further Learning with 3dmotive0:18

Requirements

  • 3ds Max or a similar 3d package
  • Photoshop
  • UDK or another game engine that allows for grids and snapping

Description

In this video we discuss creating modular assets on the grid that are highly reusable, use Photoshop to create a texture sheet to quickly map to our modular building set, and quick UV techniques for these types of assets. Lastly, this tutorial discusses how to rapidly build inside UDK using grid snaps and a handful of meshes.


About the Instructor:

Tyler Wanlass was a co-founder @3dmotive and an entrepreneur, designer and artist. He previously worked in the game industry for 5 years on AAA console and iOS titles while at Activision owned High Moon Studios and later at independent studio Psyonix. He currently works as an entrepreneur and designer, working to develop startups and business products.

Who this course is for:

  • Beginners to Intermediate 3d Environment Artists interested in learning to build modular worlds