
You can download the assets used in this section here.
Analyze reference images to set up the scene for modeling and shape basic objects. Unwrap the model with Buganda modifier, texture in Photoshop, then render with lights and a camera.
Open the crate folder, reference crate images, and plan a basic wooden crate with an inset and extrusion in Max, using US decimal inches and a one-foot grid.
Model a crate by creating a box primitive, converting to poly, and using inset and extrusion to form sides, then unwrap for texture mapping.
Learn how to unwrap an object in 3ds Max using UVW mapping, planar map, and careful piece layout to minimize stretching and seams, then generate and save the UV template.
Learn to texture a crate by building a seamless uv map, creating diffuse and metal and wood textures with wear and scratches in Photoshop, applying masks, and refining in Max.
Craft and refine specular leveling by converting diffuse textures to grayscale, creating metal and wood specular maps, applying brush strokes and noise, and adjusting brightness and contrast for realistic reflections.
Create a crate bump map from a height map, adjust wood and metal textures in Photoshop with brightness, contrast, and blur, then apply diffuse, specular, and bump maps in Max.
Create richer crate textures by adding bolts, bunny motifs, and text with shaping tools, and enhance realism using blending modes, gradients, and diffused map adjustments.
Set up a ground plane, assign materials, and configure skylight lighting and shadows; adjust environment, camera, and render settings to produce a clean final crate render.
Learn to create an exploding crate by adding a bomb to geometry, binding it to the crate, and tuning timing, fragment size, gravity, and rendering for a convincing explosion.
Explore modeling, unwrapping, and texturing for game art, using reference images, shapes, and the VW unwrapped modifier, then texture in Photoshop via hand painting and photo manipulation, and render.
Set up a barrel project in 3ds Max by loading a reference image, configuring feet and decimal inches, and saving the file for the modeling workflow.
Master the barrel modeling workflow by building and refining geometry in editable poly, using lines, extrude and inset operations, and attaching pieces, then optimize unseen faces for a game-ready asset.
Master smoothing groups to control face lighting by assigning smoothing group IDs, adjusting normals, and creating hard and soft edges on a barrel model, preparing for later unwrapping.
unwrap the model with uv mapping, adjust coordinates using cylindrical and planar maps, align seams, and render the uv template for texturing.
Build a uv mapped barrel texture by applying diffuse color, then layer specular and bump maps in Photoshop and Max to create realistic reflections.
Learn to enhance a barrel diffuse texture in Photoshop. Flatten and paste reference elements, create signs and text with layers, gradients, and fills to build depth.
Texture part 3 teaches aging textures with rust, wear, and scratches, using ambient occlusion, gradients, and diffuse, bump, and reflection maps to create soft shadows and believable weathering.
Learn to render a barrel scene by setting up a ground plane, configuring skylight and shadows, and refining reflections and render settings for a polished final image.
Set up reference planes in 3ds Max using front and side images to guide texturing. Map bitmaps with uvw alignment and adjust visibility and freezing for efficient modeling.
Learn to model a table-top object by combining basic shapes like boxes and lines. Adjust geometry, smoothing groups, and materials, and prepare unwrap for texturing.
Learn to unwrap objects, apply mapping and flatten mapping, stitch seams, adjust bias, and align checker patterns to create ready texture layouts.
Explore texturing workflows by analyzing reference images, creating UV maps in Photoshop, and building cohesive wood plank textures with diffuse and bump maps for a table top in Max.
Master practical texturing techniques by turning photo references into a clean diffuse map, unwrapping and aligning seams, painting plywood colors in photoshop and max, and preparing for a specular map.
Learn to create wood tabletop textures in Photoshop and 3ds Max by baking diffuse and bump maps, tuning brightness and contrast, adding plywood lines, and finalizing export-ready models.
Render a table scene with a ground plane, adjustable textures, and lights. Set up the camera, skylight, and safe frames, then adjust shadows, density, and color attenuation for a render.
Join the fourth lesson to advance basic modeling, unwrapping, and texturing: analyze references, model basic shapes, unwrap with VW unwrap, texture in Photoshop, and set up lighting and render.
Set up four reference planes from images, map textures, detach pieces, and center pivots to origin to prepare a consistent wood-textured catapult model for the next modeling phase.
Modeling part 1 teaches silhouette-driven geometry from multi-view references, using line tools and extrude workflows to build a catapult model with tires, spokes, and basic materials in a low-poly workflow.
Master advanced polygon modeling to build a catapult body and arm, using cut, bevel, chamfer, and extrusion, refining topology and smoothing groups. Optimize, attach, and isolate for a game-ready asset.
Select the catapult arm and shape a curved profile by moving vertices. Extrude to form a hollow, apply chamfer, then mirror the model for unwrapping.
Unwrap and map complex model pieces in modeling part 4 using flatten mapping, unfold mapping, and UV coordinates, while stitching seams and aligning textures across tires and cylinders.
Unfold and map a monolith texture by selecting edges, stitching seams, and zeroing bias to create clean UVs, plan planar and pelt maps, and optimize texture space.
Complete the UV map, then texture the texture map for a catapult with layered concept colors, building wood and metal tones, and adding wear, scratches, rust, and storytelling details.
Paint real texture by applying color and metal tones with eyedropper, paint bucket, and selections; integrate diffuse color maps and reference in Max for cohesive textures.
Learn to texture wood and metal in 3ds Max and Photoshop by blending diffuse, specular, and bump maps, adjusting color, roughness, and seams for realistic material detail.
Paint wear into wood textures in Photoshop with a diffused map, brush, and opacity control, then refine in Max with metal and wood layers.
Create and refine a catapult texture by building diffuse, bump, and spec maps from reference images, adjusting UVs, and layering wood and metal textures in Photoshop and Max.
Set up a catapult scene with a ground plane and skylight, adjust the material editor settings and specular lighting, render at 1024 by 768, and save the catapult render.
Explore basic modeling and max scripts in 3D Studio Max, including terrain generation, a catapult animation, a castle explosion, and rendering to an API.
Learn to install and use 3ds Max scripts on Mac, explore tree, rock, and asteroid generators, fracture tools, lightning, surface scatter and object painter workflows, and environment setup.
Learn to sculpt terrain in Max scene by pushing and pulling a plane, converting to editable poly, and refining with brush controls, smooth shading, and subdivision for detail.
Create immersive game environments using the environment generator to build terrain with mountains, water, and ground planes, add clouds and sky, and place a castle and catapult for action-ready scenes.
Texture a game scene by baking terrain textures in Max, unwrap UVs, paint seamless textures in Photoshop, and place rocks, trees, and a castle to populate the environment.
Animate a catapult in 3ds Max by isolating the arm, setting the pivot, and crafting keyframes for a launched rock. Build a castle and time the scene with motion curves.
Learn to animate a boulder attack on a castle by setting keyframes, adjusting curves, and creating breakable castle pieces with fracture, using reactor for rigid bodies.
Set up and animate multiple camera angles using an environment camera, keyframes at frames 0, 34, 72, and 160, and perspective adjustments to reveal the catapult, castle, and battle sequence.
Configure render settings by selecting output size, file name, and compression, choose the scene, enable the environment camera view, set active frames, and render the catapult scene with improved detail.
Finish your render for professional video game art, mastering finishing techniques to deliver a polished, production-ready look.
Learn the basics of Photoshop by mastering the user interface, menus, document window, toolbar, options bar, and panel bar for use in the game industry.
Explore Photoshop’s user interface by identifying the tool bar, control panel or options bar, menu bar, and workspace, then save custom workspaces and customize your workflow in the document area.
Explore the Photoshop menu, mastering file operations like open, recent, save as, and export, plus batch processing and layer-based workflow for game art.
Explore file options for game art workflows, using open and save dialogs, presets for common texture sizes, and batch actions to streamline import, export, and file information handling.
Explore edit options in Photoshop, including undo/redo shortcuts, selection tools, copy-paste workflows, fill and stroke, and transform and pattern crafting, plus keyboard shortcuts and preferences.
Explore image options for game art: choose color modes (grayscale, rgb, lab, index), adjust bit depth and alpha channels, and fine-tune size, canvas, rotation, crop, and color adjustments.
Learn to work with layers, create and manage new layers, duplicates, groups, visibility, masks, clipping masks, smart objects, and apply layer styles such as shadows, gradients, overlays, and strokes.
Master selection techniques by using marquee and inverse selections, color range with eyedropper, and refine edges with smoothing, feather, and contrast; transform, grow, and save selections to channels.
Explore the filter gallery to apply and manage multiple filter effects on layers, experiment with artistic, distort, stylize, and texture options, and craft game-ready textures.
Explore liquify tools to push, pull, reconstruct, and twirl image regions, adjust brush size with bracket keys, and preview the mesh.
Learn to use pattern maker to create and save tile patterns, and vanishing point to build perspective grids, export 3D objects, and render grids for Photoshop.
Explore a range of image filters for texture work, including blur, noise, clouds, lens flare, lighting effects, and sharpening, with practical controls like radius, amount, and offset.
Explore Photoshop's 3D view: import 3D files, manage meshes, textures, and lights in the 3D panel, apply diffuse, bump, and specular maps, and render with environment maps and spotlight setups.
Master the help window by learning view options, zoom hotkeys, snap to grids and guides, and window layouts to streamline painting workflows in a multi-document workspace.
Master essential selection tools in this module, from marquee, lasso, and quick selection to crop, slice, and notes, boosting precise texture work in game art.
Master the Photoshop toolbar for game art, from spot healing and patch tools to clone stamp and gradients, plus brush and pencil options for texture blending.
Learn to use the history panel and actions to record and replay edits, take snapshots, and batch-process image effects and filters for consistent results.
Explore layer comps and notes in Photoshop to manage multiple interface designs. Create and update comps, adjust layers, apply effects, and annotate with notes for collaborative reviews.
Explore the navigator, histogram, and information panels to zoom, pan, switch channels, view rgb color and hue-saturation, and read pixel coordinates for precise image edits.
Explore creating and managing Photoshop tool presets and brushes, mastering brush tip shapes, dynamics, texture, and color dynamics, and learn precise cloning with clone source, sampling, rotation, and overlays.
Master color swatches and foreground-background colors, adjust RGB values, and save swatches for reusable palettes. Create layered styles with blending, drop shadows, and inner glow, then save for quick reuse.
Apply non-destructive adjustments with masks on specific areas using selection, adjust brightness, contrast, hue, and saturation, and manage vector and bitmap masks and reset options for flexibility.
Learn to manage layers, channels, and pads, including transparency, blending modes, and layer styles. Explore paths and pens for masking and shapes, plus practical tips for organizing projects.
Explore seamless textures in Photoshop, learn to generate game-ready textures for models and levels, and preview the new software package pick's plant for seamless textures, normal maps, and inclusion maps.
Create and test seamless textures by defining patterns from reference images, tiling them with the paint bucket tool, then use offset, clone stamp, and healing brush to remove seams.
Learn to create seamless textures by using offset, clone stamp, healing brush, and pattern tools in Photoshop, ensuring tiles align and edges blend for professional textures.
Create seamless textures using Pick's Plant, generate tiled patterns from seed images, and adjust tiling, normals, displacement, and specular maps for realistic surfaces.
Develop foundational digital painting skills in a beginner series using Photoshop, covering airbrush painting, digital comic book style, color and form, hard brush strokes, and portrait painting.
Practice airbrush techniques in a layered workflow, using line art and masks, build skin tones from a base, refine highlights and shadows with soft brushes and dodge/burn for cohesive lighting.
Learn to create comic book style character shading in digital painting by building layered skin tones, highlights, and edge highlights with masks and brushes.
Master a smudge-based shading workflow that builds form from grayscale values, uses line art and masks as guides, and adds skin tones with color layers and blending.
Master the hard brush technique to build skin tones with layered shading. Compare airbrush, comic, and hard brush styles, adjusting layers and strokes.
Explore painting a portrait in Photoshop by working backward from a photo reference. Build realism through layered stages: flat colors, blur, diffuse, specular, and detail.
Develop portraits through a structured workflow that starts with sketching proportions using grids, separates background layers, applies cutout and blur, and refines textures and lighting.
Master a practical digital portrait workflow, moving from diffuse color blocks to specular highlights, using brushes, color picking, smudge tools, and pores to achieve realistic skin.
Learn to build portrait textures with pores, skin shading, and hair by layering strokes, zooming for detail, and refining with brush modes and multiple windows.
Don't waste $200,000 on video game developer school and spend your life paying back student loans when you can get the same level of training with this course.
Calling All Video Game Addicts
If you love playing games, then you may be perfect for the game development industry. Did you know that video game developers make $76,000 to $112,000 per year doing what they love?
If you think you have what it takes to break into the game development world, then look no further. Your own college experience is within this course.
What You Will Learn
In this course, you will learn the basics of 3ds Max game development software, as well as how to use it to create real life projects. You will be introduced to video game art, animation, 2D and 3D modelling, layout and design as you become a well rounded game developer and game artist without going to game developer school.
This is the complete Game Development course, designed to take an artist from the beginning stages of traditional drawing through a completed studies of the skills and training to become a Professional Video Game Artist.
Software Used (Older Software)
Please note that while the content of this course is still very relevant, the software used is older. Students learning with the most updated versions of Photoshop and 3ds Max will find that tools have moved to new locations in the software due to multiple updates over the years.
1. 3ds Max 2010
2. Photoshop CS3