
Explore the basics of 3ds Max, including navigating the interface, creating primitives, and using edge loops, scaling, the spring tool, and beveling to refine a sci-fi gun prop.
Navigate the 3ds Max user interface, including viewports, gizmos, wireframe and solid shading, and the create tab, to model geometry for a production piece.
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.
Explore extruding and reshaping in 3ds Max, refining a bell-shaped piece with bevels and scaling, then apply smoothing groups and turbo smooth for crisp edges, while adjusting materials and lighting.
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.
Create a grip in 3ds Max by adding segments, shaping edges with swift loop, convert to poly, refine with smoothing groups and turbo smooth, and build a spring primitive.
Learn to model a coil in 3ds Max by editing edge loops, mirroring, and non-uniform scaling, then duplicate and adapt mesh sections to complete the spring design.
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.
Model and detail a sci-fi gun trigger from a tube in 3ds Max, applying bevels, insets, smoothing, and materials for glow effects and a finished render.
Create six instance energy coils from the front view, adjust scale and shape, then bevel, cut edges, and apply a glow material with turbo smooth for a polished sci-fi look.
Learn to place and blend screw holes into a model, manage gaps, and merge external screws, while applying turbo smooth and proper smoothing groups for clean topology.
Delete back polygons, create a center line, and snap and weld vertices to form a clean, single editable poly; place embedded screw holes with precise alignment and save.
Unwrap and set up UVs in 3ds Max 2017 using quick peel and edge-to-seam workflows, then align, fit, and pack the UV layout for efficient textures.
Bake ambient occlusion maps in 3ds Max for a gun model, using smoothing groups, turbo smooth, render to texture, and apply the AO bitmap to enhance depth and shadows.
Model a retro sci‑fi robot head in 3ds Max by building the mouth grill, extruding polygons, mirroring parts, then refine with turbo smooth, soft selection, and rounded eye edges.
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.
Build a grill in 3ds Max by deleting back faces, locking borders, mirroring parts, and shelling the inner thickness for realistic see-through plastic.
Learn to model eyebrows and a nose in 3ds Max by creating planes, converting to editable poly, extruding, beveling, welding edges, and adding bolt details with spheres.
Model the eye in 3ds Max for games and film by forming the eye socket and bulb, adding caps and loops, then refine with smoothing groups and turbo smooth.
Create a metallic toy model in 3ds Max by starting with a sphere, refining with hemisphere edits and border tool loops, then use non-uniform and uniform scaling and mirroring.
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.
Model a robot in 3ds Max for games and film by reusing head parts to form body and legs, and detailing eyes and shoes with edge extrude and swift loop.
Using 3ds Max, create eye bulbs and a brain case shell with an interior for transparent rendering, applying a shiny glass material to simulate refraction.
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.
In this 3ds Max tutorial, learn to create back dials and seam edges by extruding and scaling, adjust placement, and see how the model looks with plastic shading.
Reuse the body mesh in 3ds Max to build the leg by shaping edges, duplicating and mirroring parts, and welding vertices for a clean, well integrated 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.
Finalize a 3ds Max game and film character by adding a leg joint piston and gears, plus a glowing brain interior, then UV map, ambient occlusion, color map, and render.
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.
Learn to build a robotic claw in 3ds Max, refining polygons with smoothing groups, subdivision, and extrude tools; apply black plastic materials, soft selection, and mirror/instance workflows for a model.
Refine the claw in 3ds Max by adding holes with swift loop and insets, align pivots, mirror, and apply turbo smooth.
Refine the robot in 3ds Max by adjusting the hand claw, adding screws and dials, and unwrapping the head with UVW mapping to prepare a single texture sheet.
Learn to unwrap UVs using 3ds Max, apply checkerboard textures, bake ambient occlusion maps with a skylight, and set up render to texture for game-ready art.
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.