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Complete Game Asset Workflow: The Briefcase
Rating: 4.3 out of 5(20 ratings)
346 students

Complete Game Asset Workflow: The Briefcase

Learn the full pipeline for creating this game asset from start to finish, with high poly modeling, texturing, and more!
Created by3dmotive LLC
Last updated 9/2016
English
English [Auto],

What you'll learn

  • Learn the full pipeline of building this bomb-case prop from start to finish
  • Learn principles of high poly modeling, UVW Unwrapping, Texturing, and more
  • Learn advanced techniques for presentation, to really make your asset shine

Course content

5 sections • 35 lectures • 6h 41m total length
  • Introduction1:36

    Source files and Sample Meshes for the Course

  • The High Res Case16:05

    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.

  • Modeling the Hinge6:58

    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.

  • Creating the Case Handle13:31

    Create a functional case handle in Max by modeling a front cylinder, extruding and refining polygons, applying symmetry, and smoothing groups to tighten edges.

  • Constructing the Latches and Lock14:51

    Learn to construct simple latches and a front number lock for a briefcase asset, using rectangular and tapered cube styles, symmetry, control loops, and number wheels.

  • Making Egg Create Foam11:37

    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.

  • Modeling C4 and Computer28:24

    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.

  • Creating the Cutout Foam and Wires23:51

    Construct film for the case by duplicating bottom, cleaning topology, and detailing wires and straps. Use splines and smoothing to prep the high-poly model for the low-poly stage.

  • The Low Res Case11:24

    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.

  • The Low Res C4 and Computer13:33

    Learn to optimize a low-poly briefcase computer model by removing edge loops with the Y tool, collapsing and welding vertices, and creating a planar, efficiently triangulated mesh.

  • The Low Res Exterior Pieces18:43

    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.

Requirements

  • 3ds Max and Photoshop

Description

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.

Who this course is for:

  • Intermediate-to-Advanced users who already have a fairy good grasp of 3ds Max and making game art