
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.
Reuse well-designed doodads and simple objects to quickly add sci-fi detail, using arrays, booleans, and patching to create impressive mesh details.
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.
Create a layered hollow box by arranging and transforming components, rotate and scale parts, subtract to reveal the interior, and finalize a separator.
Learn to build a fast, expandable library of custom sci fi model pieces, copy and paste between windows, and use cross-window placement tools to assemble complex assets quickly.
Combine detailing techniques on a cylindrical object by building a basic shape, adding details, and refining it to create impressive objects.
Practice box modeling for sci-fi design by building a basic shape, adding cuts and fillets, refining topology, and using subtract operations with undo to fix issues.
Refine a filament-based sci-fi crate by analyzing the 3ds Max wireframe, appreciating the crisscross shapes, and creating a more detailed model in this video.
Design a futuristic milk jug water bottle with a digital display, cooling or heating capability, and a charging port, exploring a four-sided transparent form through step-by-step 3D modeling.
Learn a practical rendering workflow in 3ds Max with V-Ray, HDR lighting, glass with shell thickness, liquid materials, and the Nvidia AI denoiser for fast, clean results.
Transform a soda can from a cylinder to a square shape using symmetry and turbosmooth, then apply the 70 over 30 rule to create balanced, distinctive details.
Explore true polygon modeling to unlock freeform, editable shapes beyond boolean workflows, then export to CAD tools like Fusion 360 or Plasticity for pristine shading and detailed finishes.
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.
Experiment after finishing a design by tweaking geometry through actions like extruding, chamfering, offsetting, mirroring, and adding new bodies.
Apply the practical 70/30 rule and create areas of rest and detail clusters to guide the eye in sci-fi designs; maintain cohesion by using similar shapes and deliberate detail distribution.
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 thermos with a bottom heating element, rechargeable power, and two-state handles. Model a pill-shaped body with a status screen to show liquid level and temperature.
Design a sci-fi thermos prototype by iterating detail balance, adding vents and panel lines, using subdivision, extrusion, and pivot tricks, while exploring symmetry and simple variants.
Explore practical sci-fi design by examining a wall lever as a case study in form, function, and interactive aesthetics.
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.
Model a foldable orange traffic cone with four rotating legs, using symmetry, instances, and open subdiv for storage, animation, and design variation.
Design a sci-fi medkit with a border-based modular apparatus that attaches to backpacks, walls, or mechs; create a red box with a white cross and functional latches.
Explore medkit design iterations in a cad workflow, balancing symmetry and asymmetry, refining color schemes in white and red, and using trim, extrude, and delete tools.
Design a med kit in blender, starting from a fresh cylinder, using extrude, chamfer, and slice, then set a custom pivot to rotate open and add compartments for medical supplies.
Let's go ahead and try a different med kit here in this practical sci-fi design lecture.
Explore the medkit design in practical sci-fi contexts in part 5 of the practical sci-fi design course.
Explore medkit design in practical sci-fi design, part 6 of the series, focusing on how the medkit concept fits a sci-fi design approach.
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.
Demonstrate iterative 3d modeling of a sci-fi game console, including rotating parts, cutting and isolating geometry, duplicating components, creating a battery compartment, screws, and experimenting with color schemes.
Design a sci-fi game console with a rounded, spherical form and a holographic projector that projects the game screen, with detachable remotes and a desk-friendly setup.
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.
Iteratively refine a thermal shovel design by adjusting the power source position, adding a foot rest, detailing with bevels, shells, and twist modifiers, and applying glow effects.
Create a plasticity-based thermal shovel model using CAD tools: blocky shaping, extrusion and offset, side-profile design, surface filling, and half-splitting along the x-axis to explore variations.
Design a futuristic cooler that combines heating and cooling, inspired by reference images of classic and modern designs, exploring complex shapes, color schemes, and detailing in 3d modeling.
In practical sci-fi design, model a cooler component by mirroring along Y, offsetting and extruding for a thinner profile, add a carrying handle, and fine-tune to avoid clipping.
Design a multifunctional sci-fi concrete barrier using video game assets and reference images for texture, holes, caution lines, color accents, lighting, and opening options.
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.
Design a sci-fi military laptop with rugged, boxy geometry, green accents, protective case and rubber grips, and reinforced ports, inspired by detailed panel lines and built-in carrying case.
Design a sci-fi sunglasses concept by exploring plane changes, negative space, and modular detailing; learn quick topology tricks, symmetry, and open subdiv workflows to create a sleek, sensor-style eyewear concept.
Design a sci-fi propane tank using basic shapes in a cad workflow, combining, booleans, and arrays to create varied details, protective feet, and asymmetrical symmetry.
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 building a sci-fi kitbashed mechanical arm, refining proportions, coloring components industrial yellow, and shaping pipes and fingers while adjusting topology with edge split and merge operations.
Explore kitbashing techniques to design a mechanical arm for sci-fi projects, as part 3 of the practical sci-fi design series.
Explore practical sci-fi vest design, balancing bulky versus sleek silhouettes with color separation and negative space. Demonstrates 3ds Max workflow: base plane, shell, pouches, and symmetry with local mirroring.
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.
Refine a sci-fi helmet by simplifying chaotic geometry, adjusting vertices, and using extend, split, and delete operations, then smooth edges with a large fillet and export the final model.
Master practical sci-fi helmet design in part 6, blending futuristic concepts with practical form and function for this course module.
Explore helmet design inspired by drone aesthetics and first person view goggles, drawing from drone shapes and logo placement while experimenting with retopology and modifiers to generate variations.
Revisit plasticity and conduct further experiments to push helmet design boundaries for practical sci-fi applications.
Explore helmet design within practical sci-fi design, as part 9 of the course, for keen learners and designers.
Design a sci-fi wall sensor prototype in 3ds Max, building a cylinder, applying symmetry and open subdiv, and planning a lightweight animation with keyframes and basic clipping fixes.
Master quick rendering in V-Ray using procedural materials and textures, set up strategic lighting for glasses, and create convincing glass with the shell modifier, volumetric effects, and subtle environment lighting.
Learn to create and project decals onto surfaces in V-Ray, using the decal tool, alpha textures, and opacity controls to add logos, street markings, damage, and other sci-fi details.
Apply textures and materials to a sci fi cooler, set up layers for lights, cameras, and decals, and render with procedural noise, bump maps, and V-Ray settings.
Set up a beach diorama by placing a cooler in sand, applying V-Ray displacement and sand textures, and adjusting sun, sky, and tone mapping for a dynamic scene.
Explore creating a road cone scene in V-Ray, texturing orange rubber, metal, and concrete, with HDRI lighting, displacement, bump maps, glossiness, self-illumination, and decals.
Explore advanced V-Ray texturing for a traffic cone, blending painted metal with bump maps, dirt and scratches via curvature maps, decals, and triplanar textures for realism.
Explore matte and chrome metal finishes on a sci-fi thermos using V-Ray, decals, and procedural textures; adjust scratches, reflections, and self illumination for quick, photoreal renders.
Set up textures and render the concrete barrier in V-Ray, adjusting tiling, scale, and decals with V-Ray triplanar mapping while applying diffuse, normal, and bump maps.
Explore texture creation for med kits in V-Ray, experimenting with white and red color schemes, grime, scratches, decals, and layered materials for a sleek sci-fi look.
Explore texturing in V-Ray by rendering a jar and a soda can, applying red materials, decaling with logos, and combining displacement and gradient maps to create sci-fi surface detail.
Render game consoles in V-Ray, crafting a holographic projector with planes, gradient ramps, and volume lights; tune self-illumination and opacity while testing a sonic texture on the screen.
Apply and refine materials and textures for a sci-fi helmet in V-Ray, exploring color schemes, subsurface and bump maps, duplication and symmetry, and adding decals.
In V-Ray, part 13, helmet 2, create multiple sci-fi helmet variants with dark gray materials, camouflage textures, and green to brown color variations via lighting and maps.
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.