
Learn to create game assets in 3ds Max, optimize polygons, and export to Unity, using box modeling, Unwrap UVW for texture maps, measure object sizes, and preview scenes.
Autodesk Student Version: https://education.autodesk.com
Learn essential 3ds Max shortcuts for game asset modeling, including move, rotate, scale, and wireframe toggle, with Unity workflow and automatic pivot placement.
Model the first inn wall piece using a modular, grid-based box workflow, creating walls, a door frame, and windows with low-poly geometry for export to Unity.
Learn how to save in 3ds Max by setting a project folder, naming saves, and using incremental files to track versions and revert to earlier states.
Create an l-shaped corner by duplicating a base wall, use symmetry with a mirror 10 centimeters rotated to 45 degrees, snap vertices, and apply smoothing groups for sharp edges.
Center the object's pivot via the hierarchy tab and adjusted pivot, enable snap to align to the corner, then use shift to copy pieces.
Learn to create a wall window in 3ds Max by extruding, centering, and detailing a frame, then texture and optimize the mesh.
Learn to optimize a window wall frame by reducing vertices and edges, welding points, and converting to efficient triangles or quads for game-ready assets.
Optimize the door frame mesh by removing redundant loops, edges, and vertices. Create a door frame with precise sizes using extrusion, insets, and a symmetry modifier to mirror the design.
Create modular wall assets for a game scene in 3ds max using symmetry modifiers, grid snapping, and copies to build complete rooms with window and door frames.
Test and assemble modular wall pieces in a 3ds Max asset pack by snapping to grid, duplicating, and aligning interiors to build rooms for game engine integration.
Create a door in 3ds Max using shapes, rectangles, and extrude modifiers, with snapping, grid alignment, and symmetry to assemble a detailed door frame and hardware.
Master texture research in 3D Max by building a texture atlas from wood, brick, and stone textures, and mapping them onto unwrapped model faces.
Set up materials in 3ds Max for game assets by creating a texture atlas, applying diffuse maps, switching to the scanline renderer, and unwrapping models for correct texture mapping.
Increase texture quality in the viewport by boosting baked and texture maps to 4096 by 4096 in the display performance settings, then apply the changes for better texturing and unwrapping.
In 3ds Max game modeling, window piece #2 demonstrates rotating by 90 degrees, scaling wooden parts, snapping them within a frame, avoiding overlaps, and organizing pieces for a game asset.
Unwrap and arrange window pieces in 3ds Max, stitch components, and rotate or scale them to optimize texture space and achieve accurate UV mapping.
Model a door by applying symmetry modifiers and a uvw unwrap to copy panels, then organize wood and metal parts, stitch and align clusters, and optimize a four-by-four panel layout.
Unwrap the door, unfold strip from loop, place caps, adjust seams, map the texture atlas, then collapse the stack to apply textures for a fully textured door.
Unwrap uvw, flatten mapping, and label a texture atlas to build the door frame wall in 3ds Max, then place, rotate, scale, and stitch components.
Assemble wooden and metal door frame components in 3ds max, align and arrange parts without overlaps, then unwrap and map textures using a texture atlas for game engines.
Finalize a 2 meter by 2 meter wall in 3ds max by duplicating geometry, disabling snap, applying UV unwrap, and reorganizing UVs with a texture atlas to avoid overlaps.
Finish the remaining walls by mirroring and copying with the symmetry modifier to build a complete room with aligned textures; add floors, desks, and a door, and optimize materials.
Explore building modular wooden bars and planks for wall sets in 3ds Max, using grid and vertex snapping, precise measurements, pivots, and textures to fit corner pieces and roof details.
Create a wooden desk in 3ds max by modeling with boxes, resizing parts, and assembling the frame. Unwrap UVs, ensure no overlaps, and prepare maps for baking with reusable textures.
learn to model a seat in 3ds Max by forming a circle from rectangles, using boolean cuts, welding vertices, smoothing groups, adding legs, and unwrapping for texturing.
Align pivots to the tube and rotate them for export to Unity, then rename all parts with a clean naming convention to optimize game engine export.
Export each asset from 3ds Max as separate fbx files for game engines, choosing binary fbx 2013, y-up axis, keeping names, and exporting selected objects.
Import and organize 3D models in Unity, apply textures and atlas materials from FBX files, bake normal maps, correct pivot points, and preview lighting and navigation using common shortcuts.
Link to create Normal Maps fast and free:
https://cpetry.github.io/NormalMap-Online/
Apply and re-export models with normal maps by adjusting corners, unwrapping, duplicating pieces, and exporting selected in 3ds Max, then reimport into Unity to preserve textures.
Finalize a Unity scene by applying normal, metalness, and specular maps, tweaking smoothness for reflective metal pieces, and baking light with reflection probes to reveal a polished, realistic look.
Conclude with a completed scene featuring baked textures, doors, windows, and modular wood, while emphasizing texture atlas planning, normal maps, and light baking issues.
In this 3ds Max beginner course you will learn all the necessary tools to create several different 3D models like walls, desks, and other hard surface models you can think of. We will take a look into different modelling techniques like:
spline modelling
polygon modelling
box modelling with simple shapes
We will take a deeper look into UV unwrapping so we can texture our 3D models rather simple.
We will also take a quick look into how to create a simple texture Atlas, and how to get some free textures for our models.
Also we gonna take a look at normal maps and how to get them for free over another website.
Full content list:
Settings in 3DS Max
saving correctly
setting up measurements
setting up projects
Modelling techniques
spline modelling
polygon modelling
box modelling with simple shapes
polygon reduction
mesh optimisation
snapping tools
Unwrapping techniques
flatten mapping
relaxing
stitching
UV layout
2D content
texture research
normal maps
texture Atlas creation
importing and using
Exporting models as fbx for game engines like:
Unity game engine
Unreal Engine
and many more...
Software i'm using:
3DS Max 2018 - Student Version can be downloaded at Autodesk Website
Unity game engine (optional)
Inkscape (free) - you can also use Photoshop or any other decent Graphics software.
Course Material
I provide the textures which I'm using in the course, but you should get your own, for a unique look later.
Conclusion
At the end of the course you will have a good portfolio of about 20 ( or even more ) 3D models, you can bring into a game engine and build a building or rooms just with that 20 3D models.
Challenge
After you have created nice 3D Models and maybe additional content, you can create your own games with them or sell them in one of the 3D Stores, if they are good enough.
So what are you waiting for?
Let's make your dream game a reality!!
Level: Beginner / Intermediate
Video Course Length: ~7 hours
3Ds Max Version (any can be used)