
Create a sci-fi generator asset with 3ds Max and ZBrush, using booleans, splines, modifiers, and scripts, then optimize and prepare for KeyShot renders.
Create the base of the generator feet in 3ds Max and ZBrush by building from a simple box, adding feet, panels, pipes, and generators, and using symmetry and non-destructive edits.
Finish the base of the generator feet by building slim metal feet, aligning components with symmetry, and adding details like screws for a precise, cohesive asset.
Add metal panels to a complex generator asset using box modeling, extrusions, and careful alignment; create a shell, handlebar, and paneling details to enhance exterior geometry.
Create front feet panels for a complex generator asset in 3ds Max and ZBrush by building boxes, aligning parts, applying symmetry, and adding mechanical details.
Position and connect metal handles to the generator asset using line tools, align parts, and prevent clipping. Apply smoothing, welding, extrusion, beveling, and symmetry for a believable metal join.
model a generator asset by building top panels with boxes, copying and moving parts, connecting components, and adding ventilation, cables, pipes, and panels to create a cohesive side panel assembly.
Finish the generator feet by aligning and connecting pipes and wires, then test for intersections and smooth surfaces to refine the final look in 3ds Max and ZBrush.
Intro to piping teaches building the generator's turbine base, ensures proper scaling, then adds pipes, and outlines exporting to other tools and re-importing into the project for a high-poly workflow.
Begin shaping a front turbine component for a complex generator in 3ds Max and ZBrush by blocking forms, building assemblies with boolean operations, and refining with extrudes and copies.
Create the center base by turning a cube into a floor panel with lines, using line modifiers and symmetry to shape a metallic beam look.
Create a detailed engine cylinder by extruding a line to form the shape, refining geometry with rings, corners, and hoses, and smoothing the model for a cohesive asset.
Model a complex generator asset by creating and placing pipe connectors, applying symmetry, and extruding and shaping pipes for a cohesive design.
Model a basic pipe form from a simple profile, refine with soft fillets and added volume for a welding look, then mirror and merge shapes for realism.
Finish the engine pipes by modeling a complex generator asset with 3ds Max and ZBrush, using booleans, symmetry, and detailed pipes. Prepare and export to key shots for high-poly renders.
Model the generator's center turbine, create pipes with a free tool, then sculpt the back and prep the model for ZBrush before exporting to KeyShot.
Create a complex generator asset by generating pipes in 3ds Max using a generator, edit for straight pipes, flip normals, clean up intersections, and tightly pack components; export to Maya.
Place and align a complex pipe network using 3ds Max and ZBrush, adjusting geometry with gizmos, symmetry, and soft selection to create a clean, interlocking piping system.
Add more pipes to a complex generator asset in 3ds Max and ZBrush, refining layouts, intersections, and detailing to achieve a gritty sci-fi look with exposed machinery.
Create the back of the generator by building symmetrical volumes, adding ventilators, panels, gas canisters, and detonation details; copy from the feet and refine with extrusions, lines, and floor consoles.
Model and refine the center access panel on a generator asset using welding, extruding, and alignment techniques, preparing the design for export to ZBrush and KeyShot.
Model the generator's overhead frame in 3ds Max using lines, cylinders, and booleans, with extrusions and sweeps to create smooth connections and precise alignment for export.
Prepare the generator model for ZBrush, import into ZBrush, then apply custom materials and extra detail, optimize for import back into 3ds Max, and transfer to KeyShot.
Turn the geometry into a high poly model in ZBrush by fixing holes, merging parts, and using DynaMesh or ZRemesher, then optimize with Decimation Master for export to 3ds Max.
Create custom alphas for generator assets using ZBrush and Photoshop, refine alpha textures with levels and brushes, and integrate into 3ds Max workflows.
Place bolts on a generator panel in 3ds Max, using standard bolt shapes, adjusting scale and subdivision for outward and inward bolts, then smooth for a polished screwdriver look.
Learn to add alpha map details to a generator asset, placing bolts, vents, and panels, masking and inflating to adjust density before decimation and export.
Prep a generator asset in 3ds Max and ZBrush for KeyShot, optimize geometry for smooth movement, assign metal materials, and prepare a clean export.
Export a generator asset from 3ds Max, refine body and feet, and assign metals, textures, and emissive materials for a quick KeyShot render in performance mode.
Explore final renders and course wrap-up by refining lighting, materials, and backplates in 3ds Max and ZBrush; adjust reflections, shadows, and global emission for realistic environments.
In Generator Asset in 3ds Max, students will learn on how to create a high resolution sci-fi generator using only a few reference images. We will go over the best way of thinking when creating something and not just look at an image and re-create it. We will first start with a small part of the generator where we will go over some of the most important techniques used to create this model. These techniques include things like using splines, modifiers and Booleans to create a high poly model fast and efficient. Next to this I will also give a lot of tips on things you need to keep in mind, should prepare for. This way students will learn to think a few steps ahead, For example we will go over on what to do to still be able to turn this model into a game asset. Next to all this we will go over some good ways to fill in a lot of detail fast and easy and after that we will move into Zbrush where we will start by turning this model into a high poly. Once the model is turned into a high poly we will be adding even more detail to it using alphas and masking in Zbrush. Finally, we will optimize the model, prep it in 3ds max and then render the final result in Keyshot.