
Start building a sci-fi retro space gun prop by shaping primitives, extruding edges, and editing to match styling, using editable poly workflow, swift loop, and material editor.
learn to build the housing in 3ds Max by editing polygons, welding vertices, applying a material, and shelling with inner and outer amounts for a sci fi silhouette.
Explore building a sci‑fi gun prop in 3ds Max 2017, including adding edges, importing screws, aligning parts, welding and deleting polygons, preserving smoothing loops, and unwrapping textures for turbo smooth.
Explore retro sci fi robot design in 3ds Max by modeling a toy-inspired figure, mirroring one side to complete the symmetrical body, and refining with inset and shell techniques.
Hide extraneous geometry, create a 20 by 20 box, apply bevel and turbo smooth, and refine edges with loops, non-uniform scaling, and soft selection to shape the form.
Learn to model a body peripheral in 3ds Max for games and film, using cylinders or spheres, smoothing groups, bevels, welding, and mirror/attach workflows for a low-poly result.
Learn to model a shoe in 3ds Max by refining the toe, creating a divot, extruding and beveling edges, shaping the sole, and finishing with turbo smooth and color-coded wireframes.
Finish building a robot model in 3ds Max 2017 by adjusting pivots and snapping to polygons, unwrapping the model, baking ambient occlusion, and applying textures.
Construct the upper arm of a robot in 3ds Max by building the main joint, wrist, and openable claws, and explore the 3ds Max asset library.
Create joints and pivots for the upper arm to wrist in 3ds Max, refine geometry with bevels and extrudes. Set accurate pivots and prepare arm pieces for animation.
Refine the claw in 3ds Max by adding holes with swift loop and insets, align pivots, mirror, and apply turbo smooth.
Most programs have a multitude of buttons, gizmos and menus that often clutter up and confuse students as to where everything is and what they're mostly likely going to use in a production atmosphere. This course is designed to focus on what the student is going to need to know to start and finish any model they choose to undertake to create.The UI, and customization of same, will be explored as well the major creation methods and using sub-object functions (vertex, edge, polygon, element) to their best advantage. From using photo references, the student will be able to clearly and concisely model parts and refine details to create finished meshes.
They'll learn to use smoothing groups to best advantage when applying modifiers (turbo smooth) and why such smoothing groups are important. After completing the mesh, the student will then be exposed to UVs and the new unwrap features found in 3DS Max 2017 to facilitate the speed in which the meshes can be unwrapped and laid out for proper texture usage. Finally, the students will be taught how to bake a simple ambient occlusion map quickly and easily to help give their meshes a more believable three dimensional quality so that they can then create the colours for the model as they see fit and blend into the AO to create a usable model.
More about the instructor:
Having 25 years of experience in the videogame development/entertainment arenas, I'm well versed in a variety of programs and production pipelines and strive to work as cleanly and efficiently as possible. Having done pretty much everything, I enjoy getting to share my knowledge and experience in the hopes that I can help students gain a better understanding and appreciation of what 3D computer art (in all its varying forms) has to offer.