
Source files and Sample Meshes for the Course
Build a high poly exterior of the case using Halliburton Zerah case reference, symmetry, and controlled detailing; extrude to create height and apply shell thickness for a realistic briefcase model.
Model a basic eight-sided hinge for a briefcase by creating a cylinder, converting to poly, beveling edges, and duplicating around the case for a clean, low-poly look.
Build a square plane and convert it to an editable poly, then create an alternating peak-and-valley foam pattern with a checker layout to fit the case interior.
Model a compact computer prop for a briefcase, shaping a box with a display, keypad, and arming key, then refine edges, add wires, and use poly and control edges.
Learn to convert a high-poly mesh to a low-poly model by duplicating layers, hiding copies, and optimizing the control mesh with loops, extrusions, symmetry, and edge adjustments.
Polish the low-poly exterior by refining edge loops, preserving the silhouette with selective detaching and mirroring, and optimizing triangle count to about 1940 for a clean high-to-low poly workflow.
Unwrap the low-poly case using the text tools script to apply flatten mapping with checker textures. Organize UV shells and stitch seams to minimize distortion.
Organize and unwrap interior asset geometry for clean, readable textures by adjusting UV tiling, padding, and seams; stitch and detach faces, optimize density, and align edges for efficient texture painting.
Explore unwrapping the exterior pieces of the briefcase by detaching, stitching, and splitting UVs, adjusting seams for curved and flat faces, and packing the map for clean, accurate texture placement.
Choose a texture sheet between 512 and 2048 pixels, using a 2k by 1k rectangle, and pack the largest objects with padding, then render to test density.
Apply a multi-sub material to bake, assigning distinct diffuse colors to subobjects so high-poly and low-poly regions project independently, keeping parts like the latch and the case separate.
Detach faces to ease projection on the Lopate model, verify triangulation and normals, then unwrap UVs and align materials to merge overlapping geometry for a seamless bake.
Render selection masks to isolate high-poly areas on the texture sheet with a magic wand, then bake a diffuse map with unique colors for wires, straps, and foam.
Develop a practical texturing setup by organizing layer sets for diffuse, normals, and specular maps, using multiply blending and Photoshop automation scripts for quick, one-button workflows.
Learn to block out basic colors in Photoshop using mask, diffuse channel, and the magic wand; create layer sets for exterior and foam, apply masks and fills, and refine selections.
Texture the exterior case by extracting and layering scratches from a photo source, masking and blending for authentic edge wear, and adjusting diffuse and specular depth.
Create a refined case specular map by enhancing highlights, layering textures and scratches, and painting controlled dirt to deepen depth and realism in metal surfaces.
Create film material textures by tiling a photo source, adjusting highlight tones, and blending folded brown paper bag textures in specular and diffuse channels.
Create tape details and handwritten labeling on four blocks using texture overlays, photo textures, levels, and normal maps, achieving a realistic C4 prop look.
Conclude with a game asset that goes from concept art to running in a level within a 9 to 5 workday, balancing asset quality and production time, plus texture painting.
This tutorial series takes a complete look at modeling and unwrapping a hard-surface prop, starting with creating a high poly of this bomb-case asset. Then, we'll make the low poly using quick modifier stack shortcuts, discuss UV unwrapping, and explain the important relationship between Normal maps, UVs, and Smoothing groups.
About the Instructor:
Alec Moody has been working in the game industry since 2003 and has contributed to numerous titles as a freelance artist. He holds a B.F.A. in photography from the Savannah College of Art and Design and Co-owns Handplane 3d LLC.