
Create detailed sci-fi objects using a polygon-based workflow, cutting, chamfering, offsetting, and extruding in a digital 3d modeling tool. Learn practical tips for fast detailing and assembly.
Model a generic sci-fi box with cutaway edges and quick detailing, applying design principles from practical sci-fi design to this object.
Create three objects using kitbash parts, apply positive and negative boolean operations with a cutting surface, patch the model, and add rubber details for a quick sci-fi med crate.
Master five design steps to craft sci-fi props: build primary shapes, refine with secondary and tertiary forms, establish a blue-orange color scheme, and add details through extrude and fill steps.
apply the border principle to make a central object pop by adding a border around it, demonstrated on cylinders, screens, and doors.
Design a sci-fi traffic cone with a top light and a collapsible, modular form. Explore variations, symmetry, and proportion using shells and topology techniques.
Let's go ahead and try a different med kit here in this practical sci-fi design lecture.
Design a sci-fi game console with an integrated controller, using diverse references and iterative shaping—extrude, rotate, fillet, and color choices—to craft ergonomic buttons, a joystick, and a power button.
Design a sci-fi thermal shovel using polygons in 3ds Max and plasticity, with a visible battery and power cell, wiring, and a warm bottom to sell the concept.
Model a reference image-based concrete barrier, create a box with holes, apply chamfer, extrude and boolean operations, guard against clipping, and add caution tape and variations.
Learn kitbashing to repurpose shapes into a sci-fi storage container and a mechanical arm, using a propane tank as the bicep and mirror snapping for symmetry.
Continue refining the vest by adding two pouches, adjusting the front, exploring ab-like details, testing v-shaped elements, and trying alternate color schemes with a back progress bar.
Design a sci-fi helmet by drawing on modern helmets, AR displays, and concept art, then sculpt a base mesh in Zbrush and export to Plasticity via Blender or Moai.
Export into plasticity and build a sci-fi helmet by duplicating, extruding, offsetting, and chamfering components in Blender, while managing snapping and construction planes.
Continue designing the helmet by cutting the ear area, duplicating the head, and refining with cuts and chamfers to balance side and front views.
Experiment with angularity and variations by duplicating, rotating, and scaling parts; use cutting planes and edge deletions to flatten and refine geometry.
Master practical sci-fi helmet design in part 6, blending futuristic concepts with practical form and function for this course module.
Explore helmet design within practical sci-fi design, as part 9 of the course, for keen learners and designers.
Apply the displacement editing technique to build hard-surface sci-fi forms in 3ds Max with V-Ray, using map channels, masks, and alpha maps for localized detail.
Fast. Fun. Dynamic. Practical. Easy-to-grasp. Are you a beginner or intermediate 3D artist who is interested in sci-fi design? Are you interested in a course that guides your hand and takes you step-by-step through a series of gradually more complex designs until you are confident in making anything you want? If you are then this course is for you! I designed this course to introduce design in a cohesive and practical way, by taking real life objects and giving them a sci-fi twist! We will take objects like thermoses, crates, shovels, helmets, concrete barriers, medkits, glasses, traffic cones, coolers, game consoles, and more and turn them into sleek sci-fi props. You will become proficient in 3D Studio Max, V-Ray, and Plasticity and learn some great techniques for fast design such as the auto-crease workflow for Max. To sweeten the deal, in addition to modeling, you will also learn how to create procedural materials in V-Ray so you can add complex detail and damage and grime to your models right away without having to worry about unwrapping UVs or going into Substance Painter. V-Ray decals are used extensively so you can add stickers and logos quickly by just placing the decal object on your model. You will also learn how to easily render and add post-processing effects, volume lights, and lens effects directly in Max without having to go into Photoshop or any other program. Max and V-Ray have all that you need! This course will continue to get updates for months to come so be sure to visit often to see the new content and stay tuned for updates on my Youtube channel: Arrimus3D.