Modeling a Sci Fi Dreadnought Character with 3ds Max
4.0 (4 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
30 students enrolled

Modeling a Sci Fi Dreadnought Character with 3ds Max

Learn to Model a weaponized Dreadnought Mech for Games or Animation
4.0 (4 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
30 students enrolled
Created by 3dmotive LLC
Last updated 2/2019
English
English [Auto-generated]
Current price: $15.99 Original price: $24.99 Discount: 36% off
19 hours left at this price!
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This course includes
  • 7 hours on-demand video
  • 2 articles
  • 5 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What you'll learn
  • Students will learn to create and understand custom shortcuts and the advantages to utilizing them
  • Students will learn to explore a variety of techniques to create a moderately polygon-heavy mesh
  • Students will be able to use shortcuts to make a more efficient workflow.
Requirements
  • Students need to be familiar with 3ds Max so that they can understand the parameters of custom shortcuts and modeling
Description

Often, creating a hard surface model can be a bit tedious as well as being unfamiliar and intimidating. To create a better workflow, one needs to know and understand the advantages of using as many shortcuts as possible so that one isn't spending an overly long amount of time creating meshes. A smart workflow can become your best friend as well as something you'll use throughout your career. Shortcut hotkeys are an integral component of working smart, not hard. Understanding methodologies helps you to understand when best to use shortcuts and how to use them efficiently. There are tools hidden in 3DS Max that help facilitate the speed at which you can model and this course is designed to help you access them. Using such tools as symmetry can help the artist visual how the whole mesh is looking while literally only working on a single half of the model. Swift loop is another extremely handy tool to use to help easily add edge loops into the meshes. By creating custom shortcut hotkeys that the artist designs for themselves is a boon to the workflow in creating a solid design and, ultimately, a proper mesh.


More about the Instructor:

Having 25 years of experience in the video game development/entertainment arenas, Stephen G. Wells is well versed in a variety of programs and production pipelines and strives to work as cleanly and efficiently as possible. Having done pretty much everything, he enjoys getting to share his knowledge and experience in the hopes that he can help students gain a better understanding and appreciation of what 3D computer art (in all its varying forms) has to offer.


Who this course is for:
  • Intermediate students who want to use a variety of methodologies to create a mechanical monstrosity
Course content
Expand all 34 lectures 07:01:29
+ Interface and 3ds Max Basics
7 lectures 01:19:58
Download Source files here!
00:04
Interface and Custom UI
14:34
Shortcuts and Begin Modeling
17:01
Creating the Grill
16:02
Booleans and Neck Work
17:38
Creating the Skull
13:23
+ Booleans, Splines, Shells, and Details
6 lectures 01:17:15
The Upper Body and Arm Socket
13:03
Instancing the Upper Arm
14:39
Boolean the Forward Exhaust Ports
18:41
Using Splines to Create the Shoulders
16:11
Shelling and Adding Screws and Spikes
13:29
+ Expanding on the Modeled Details
7 lectures 01:31:40
Creating the Hip Joint
15:08
Creating Legs Bones and Booleans
14:15
Fixing the Upper Leg
14:53
Finishing the Shin
14:44
Toes with Splines
16:12
Finishing Toes and the Foot
15:19
+ Refining the Legs, Arms, Back, and Shoulders
6 lectures 01:21:22
Doubling the Leg to be the Arm
16:06
Finishing the Supports for the Spine
16:45
Creating the Backpack and Ammo Drum
16:28
Adjusting the Shoulders to Hinge the Backpack
16:01
+ Refining the Weapons and Setting Asset Normals
8 lectures 01:31:14
Creating the Exhausts with Insetting
14:29
Starting the Gun with Edge Extrusion
16:03
Finishing the Gun and Scaling the Bullet
18:00
Creating the Ammo Band and Refining Elements
14:17
Bullets Following a Path and Spline Hoses
17:33
Face Weighted Normals
09:25
Bonus Lecture: Further Learning with 3dmotive
00:18