
Set up 3ds Max, explore the interface, and learn camera navigation with the middle mouse button to pan, rotate, and zoom, while adjusting perspective and preferences.
Set up a reference plane in 3ds max, center it in world space, adjust length and width, and apply a bitmap texture via the material editor using UVW mapping.
Shape a shaft via box modeling, adjusting height from 3.5 to 4 and applying an edit poly modifier. Select edges and use connect to refine the geometry against the reference.
Refine the shaft in 3ds Max by editing the poly, applying symmetry along the Z axis, and using cut and extrude to set thickness.
Detail the shaft by forming grooves and continuous curves through edge selection, merging, connecting, and extruding outward, using symmetry to keep geometry balanced for a clean low poly result.
Detail the shaft in 3ds Max by extruding, local extrusion, beveling grooves, and applying symmetry, then inset and taper edges, and rename parts for a clean blade mount.
Create tiny hardware details in 3ds max by building a screw-like bolt through extrusion, isolating halves, and aligning metal and plastic caps for a realistic game asset.
Model the top grip in 3ds max with box modeling, scaling, segmentation, and extrusion from reference. Connect edges, adjust polygons, and add a screw head, using wireframe and top-view checks.
Model extra details in 3ds Max by shrinking screw heads, refining edges with loops, inserting geometry, and using copies and instances to build cohesive, realistic details.
Learn to shape the head of an axe in 3ds Max by applying symmetry and a shell modifier, isolating and refining edges to form distinct teeth.
Continue shaping the head in 3ds Max by refining teeth, edges, and symmetry, using extrusion, polygon selection, and local scale to align features toward the center.
Finish the axe head by shaping teeth, addressing sharp edge issues, and softening edges through quick iterations, while testing light angles to refine the model's silhouette.
Starting to model the back pick, we use symmetry, apply a shell, extrude faces, and connect points and edges to form a smooth curve and the intended shape.
Finish the back pick by adding grooves, refining edges, and using symmetry and smoothing while locally scaling parts and checking detail and resolution for the game.
Polish the high-poly model by refining symmetry and smoothing groups, revamping geometry, adding loops, and tightening edges for a clean, connected, high-detail mesh.
Model the addition to the grip by adding detail, adjusting shell thickness, isolating and connecting pieces, and applying symmetry and refined edges for a more convincing 3ds Max game model.
Learn to craft a low-poly shaft in 3ds Max using an edit poly workflow: simplify topology, remove edge loops, merge vertices with target weld, and preserve triangles and symmetry.
Master low-poly modeling of the upper grip in 3ds Max by editing polygons, deleting unnecessary faces, isolating edits, merging pieces, and aligning duplicates into a clean, connected mesh.
Select the first part, switch to edit poly, and assign smoothing groups for the selected polygons, setting smoothing to three to create sharp edges.
Learn to refine game geometry in 3ds Max by adjusting topology, edges, and symmetry, freezing and moving pieces, and matching components to update the game resolution.
Unwrapping the shaft in 3Ds Max, project textures onto individual pieces, apply standard materials, adjust seams and edges, and align textures to build a coherent, texture-ready model.
Learn to unwrap a model in 3Ds Max by cutting along edges, stitching seams, and adjusting scale to minimize stretching while ensuring proper edge alignment.
Finish unwrapping the pick by fixing the piece, smoothing the surface, and setting scale and snaps to prepare a clean texture map in 3ds Max.
Explore unwrapping and texturing techniques in 3ds Max to shape and polish character pieces, adjust texture mapping, and refine skin-like details.
Master unwrapping the smaller grip in 3ds Max by wrapping the geometry on both sides, applying a scale transformation, and checking faces to avoid stretching.
Unwrapping the details in 3ds max demonstrates edge projection and detailed modeling of individual pieces, while adjusting scale on edges.
Master retopology techniques in 3ds Max for game modeling by refining edge flows, isolating pieces, and applying smoothing groups to produce clean, optimized geometry.
Unwrap large pieces in 3ds max, assign smoothing groups, and assemble the texture sheet to test checker textures, ensuring minimal stretching and proper UV organization for game modeling.
Complete the texture on the sheep model and export the texture using standard settings, optimize texture space and resolution, then save the final texture for game use.
Learn how to assign material IDs to high poly assets in 3ds Max, apply standard and metal materials to bolts and screws, and manage multi-material workflows across selected objects.
Learn the Substance Painter workflow for 3ds Max game models, including PBR metallic roughness setup, baking normals, using masks, applying materials, and exporting textures.
Set up basic materials in 3ds Max, tuning galvanized iron and steel textures with roughness adjustments and Substance Source references to achieve detailed, believable metal surfaces.
Apply and refine shaft materials in 3ds Max, using artificial leather and plastics, adjust damage intensity, and add dirt and rust with grunge, noise, and masking for realism.
Apply scratches and dents to the model, switch materials from artificial leather to metal, and adjust contrast and height to reveal damage before finalizing.
Apply advanced materials to screws and bolts in 3ds Max, adjusting metallic properties, roughness, dirt buildup, and surface scratches to achieve realistic edge wear and detail.
Master advanced materials in 3ds Max by applying cotton fiber finishes, height maps, masks, scratches, and grungy textures; tweak roughness and color to export a game-ready texture.
Learn to render in 3ds Max using IRay and Marmoset, adjust textures and lighting, and export final images with proper sky settings and scene presentation.
Apply the 3ds Max game modeling workflow to Unreal Engine 4 by exporting the ice axe as an fbx, importing textures, setting up an ice axe material, and testing collision.
This course covers all of the fundamentals of 3D modeling game assets, providing a strong foundation for anyone looking to break into the world of game design and development. These techniques will allow students to create identical, highly accurate replicas of their concept characters, objects, or props, ensuring that their creative visions come to life exactly as imagined. The course takes a practical, hands-on approach to learning. First, it will showcase the finished product as a goal to aim for, giving students a clear understanding of what they will achieve. Then, it meticulously runs through the entire step-by-step process of creating that particular model from start to finish, leaving no stone unturned.
The techniques presented in this course are highly effective, making them invaluable tools for aspiring game modelers. They are specifically designed to allow students to develop stand-alone props quickly and efficiently, perfect for populating dynamic game environments and levels. Additionally, the course includes a combination of the latest cutting-edge modeling techniques and time-tested, reliable processes. This blend provides a significant advantage for artists who are new to game modeling work, enabling them to hit the ground running, produce high-quality results, and gain the confidence needed to achieve professional-grade outcomes.