
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.
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.
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.
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.
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.
Prep a generator asset in 3ds Max and ZBrush for KeyShot, optimize geometry for smooth movement, assign metal materials, and prepare a clean export.
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.