
Discover how to maximize polygon modeling over Blender’s boolean workflow, exploring freeform design, subdivision modeling, and CAD exports (IGS) for versatile game asset creation.
Explore the displacement knitting technique to design hard surface sci-fi game assets using 3ds Max and V-Ray, employing displacement maps, masks, and layered textures for controlled detailing.
Learn how to remake Master Chief from Halo 2 using layered modeling, texture checks, edge crease, and subdivision smoothing to achieve a cleaner, more sculpted silhouette.
Redesign and remake game assets center on reimagining a chest asset to align with a cohesive game art style.
Focus on the torso within the redesign and remake of game assets, aligning with the course goal to refine assets in this lecture.
Explore techniques to redesign and remake game assets, with a focus on torso 2, to improve character aesthetics and asset consistency.
Redesign and remake game assets through focused, hands-on practice in the module 5. back. Explore the essentials of redesign and remake work for game assets.
Redesign and remake game assets with a focus on helmet 1, exploring helmet design within the asset pipeline.
Redesign and remake game assets through 7. bicep armor. Redesign and remake game assets through bicep armor.
Delve into redesigning and remaking forearm armor assets for games, aligning with the course focus on game asset redesign and remaking.
Explore elbow and hand armor redesign as part of remaking game assets; elbow and hand armor redesign.
Learn to redesign and remake arm and thigh assets for games, following the course on redesign and remake of game assets.
Design a higher quality active camo inspired by Halo by modeling in Max, using symmetry, open subdiv, creasing, and tessellation, then texture with glow and transparency.
Rewrite a game asset by reworking shapes, applying shell and poly steps, refining edge loops, tessellating, and smoothing to achieve clean, modular camouflage geometry.
Follow a camouflage animation workflow by duplicating modifiers, applying grey and black colors, and detaching parts for render-time subdivision. Then set keyframes for a green animated piece.
Design and remake a medkit asset to fit a cohesive game art style for use in gameplay and UI assets.
Recreate a Twilight Princess character in 3ds Max by importing obj and textures, applying materials, aligning parts, and preparing a backup and export for ZBrush.
Master a practical ZBrush sculpting workflow using dynamesh and polypaint, with trim dynamic and trim smooth border for rocky details, while preserving texture and angular game-ready fidelity.
Begin sculpting armor by shaping metal details in symmetry, then add asymmetrical touches for game assets. Use trim dynamic, subdivision, masking, and import textures to create unique damaged surfaces.
Master body sculpting techniques for game assets in part 2 of the sculpting module, supporting redesign and remake of game assets.
Sculpting body in part 3 relates to the redesign and remake of game assets within the course.
Model a Hylian Shield prop using poly modeling in 3ds Max, guided by concept art, with steps on topology, splines, turbo smooth, UVs, and a ZBrush workflow.
Master poly modeling in part 2 to redesign and remake game assets for this course.
Export the shield for ZBrush sculpting, fix distortions in max with symmetry and relax, and optimize topology for subdivision. Create pristine, damaged, and science fiction versions using plasticity and Moai.
Learn practical ZBrush sculpting techniques for creating damaged metal assets, using knife curve cuts, group split, symmetry, subdivisions, alphas, and texture-driven dents.
Dive into Zbrush sculpting 2 as part of redesigning and remaking game assets, focusing on shaping, detailing, and refining models for game production.
Apply a practical workflow across 3ds Max, ZBrush, and Plasticity to sculpt, cut, boolean, and export sci‑fi assets as CAD meshes via OBJ and Moai pipelines.
Apply plasticity techniques to create a sci-fi shield as part of redesigning and remaking game assets, demonstrating practical workflows for futuristic prop design.
Remake the crimson guard from the PS2 era in 3ds Max, applying retopology to quad-based geometry, detailing, and texture considerations while comparing to the original.
Continue refining poly modeling skills by building the Crimson Guard, reinforcing basics through repeated practice. Apply foundational techniques to redesign and remake game assets.
Master poly modeling techniques to redesign and remake game assets in the third module for game asset pipelines.
Continue working on poly modeling to progress redesigning game assets, staying with the ongoing workflow.
Continue poly modeling work to redesign and remake game assets as the instructor resumes the session.
Advance poly modeling techniques: finish polygon reconstruction, apply retopology or ZBrush detailing, balance topology for cinematic versus game assets, reuse UVs, and prepare for baking, texturing, and sculpting.
Apply alpha-based damage techniques to leather and cloth, establishing scratches and bullet-hole details, while adjusting trims and smoothing borders to reveal the mesh and optionally sculpt the face.
Learn sculpting techniques to redesign and remake game assets, focusing on sculpting 2 within the redesign course.
remake the bomb by using subdivision, converting to quads, removing triangles, and applying turbosmooth to create a smooth, low-poly model; twist cylinders into a detailed rope with branches.
Design a stylized, low-poly robot by extruding and welding vertices, creating ball joints, and reusing geometry for arms and backpack, with multi-material textures and open subdiv for smooth detail.
Retopologize the leg with symmetry, create a ball joint, and use boolean operations to achieve clean topology for a detailed game asset.
Learn techniques to redesign and remake torso and hands for game assets, applying cohesive anatomy, texture, and articulation to improve character fidelity.
Explore the head asset redesign in the redesign and remake game assets course to improve overall asset quality.
Explore design references for remaking the HEV suit, analyze various artists’ interpretations, and balance fidelity with original twists while prioritizing ergonomics and sleek, non-bulky aesthetics.
Import a 3D model from models resource, choose a Half-Life Alyx asset, and import FBX or DOT. Remove bones and skin, then apply symmetry and auto smooth to fix shading.
Model the arm from a simple box into a detailed design, showing how the workflow flows after the 20 minutes and hotkeys for extrude, bevel, cut, move, rotate, and scale.
Scale and duplicate the torso mesh, refine topology with symmetry and retopology, then build a cleaner suit layer using extrusion, smoothing, and basic V-Ray materials.
Apply symmetry, detachment, and retopology to the waist and legs in 3ds Max, using turbo smooth and offset strategies to craft armor and pipes while organizing reference images.
Learn to massage polygons to create complex, flowing topology by using modifiers, clone and detach techniques, and open subdiv workflows for detailed, non-blocky 3D models.
Discover a practical polygon massaging workflow in 3ds Max, using hinges, insets, edge constraints, cuts, and modifiers like turbosmooth and open subdiv to shape sleek game assets.
Apply a step-by-step arm modeling workflow by copying modifiers, offsetting, detaching, extending, and chamfering to create a segmented, open component, then convert to vertex and refine for finer detail.
Develop miscellaneous modeling techniques for redesigning and remaking game assets, advancing your work through a focused second module.
Learn polygon modeling techniques for waist underarmor assets, using nested layers, symmetry, and subdivision to refine silhouettes and add detailing in game mesh workflows.
Refine waist underarmor poly-modeling 2 techniques to redesign and remake game assets, improving accuracy, topology, and texture integration within character armor systems.
Export your Max meshes to Moai and Plasticity to CAD formats. Explore workflows with creases, turbosmooth, booleans, and CAD vs polygon approaches.
Explore preparing groin armor assets by exporting, simplifying, retopologizing, and slicing before importing into plasticity for watertight merging and color assignment.
Explore hip armor as part of redesigning and remaking game assets, emphasizing how armor visuals fit into cohesive asset design.
Design an exoskeleton armor for the HEV suit by adding front and back support, balancing weight while preserving Under Armour protection, and iterate using 3DS Max, Moai, and Plasticity.
Develop and refine armor assets for a game by redesigning and remaking armored components, improving visual quality, consistency, and asset integration.
Study official renders and the Mario movie to craft a distinctive Luigi look. Adjust proportions, expressions, and props like a coal miner outfit and tool belt with AI.
Sculpt Luigi in ZBrush using move brush and move topology to adjust proportions, separate limbs with polygroups, and prep a pose with masking and symmetry.
Practice polygon modeling in 3ds Max to craft belts, pouches, and straps with good topology, then export as obj and compare ZBrush sculpting for displacement and subdivision levels.
Improve game assets through Zbrush refinement and retopology to redesign and remake models with optimized topology and enhanced detailing.
Master polygon adjustments across ZBrush and 3ds Max, retopologize with masking and trim dynamic, export clothing, refine with shell modifiers and bevels, and set up linked XForm rigging and animation.
Master polygon adjustments by converting vertices, removing stray points, conforming geometry with the conform brush, applying shell, and fixing gaps around a belt and holes in Max and ZBrush.
Sculpt and texture with ZBrush using standard brush and drag rectangle, enable alpha radio fade for clean borders, then paint cloth folds and dirt with RGB color.
Head fixing and sculpting cap techniques are used to redesign and remake game assets effectively.
Refine character assets by fixing eyes, gloves, and shoes through retopology, smoothing, and texture work in 3ds Max and ZBrush, including eyelash details and pupil shaping.
Learn to redesign and remake game assets by sculpting shoes and gloves and texturing the head, combining fundamentals of 3d modeling with texture work.
Remake a PlayStation one model in a low-poly workflow, back up the original, use y and x symmetry, then apply auto crease with data channel and open subdiv.
part 2 of redesign and remake game assets continues the course focus on redesign and remake processes for game assets.
Explore redesign and remake of game assets in part 3 of the course for learners.
Part 4 of redesign and remake game assets continues the series, focusing on redesign and remake of game assets.
Part 5 of the redesign and remake game assets course continues the study of redesigning and remaking game assets.
Increase your skill, creativity, and versatility with this new course by Arrimus 3D. For a low price you will learn to both remake assets by staying faithful to the original design as well as put new twists on existing designs to make them fresh and exciting.
Are you looking to work on remakes and reboots in the game or movie industry? Are you a fan who wants to create custom content using your favorite franchises? Are you interested in cosplay and creating detailed pieces for costumes? Are you interested in 3D-printing and creating figurines? Are you just interested in learning 3D modeling in a fun and intuitive way? Whether you’re a beginner or a seasoned pro, I believe this course can benefit you by showing the refined techniques I use to remodel and redesign game assets, from very low-poly older assets to newer ones as well. This course has something for everyone.
In section one, you'll learn to take a Gamecube-era 3D model and recreate it with Zbrush sculpting, as well as a little poly-modeling in Max, by staying very close to the original design. You'll learn to sculpt the organic body as well as to sculpt convincing damaged metal, cloth, and even how to quickly texture these pieces in Zbrush for quick presentation to clients.
In section two I take a Playstation 2-era model and remodel it, mostly in Max but also doing some damage in Zbrush.
In section three I take a very low-poly model from Sonic Generations and recreate it while adding detail in choice parts.
In section four I take the iconic HEV suit from Half Life 2 and put a fresh spin on it, using Max and the CAD program Plasticity, so you can learn how to use the strengths of multiple programs and styles of modeling to detail and upgrade your models.
In section five, see how I take a newer asset of Leon Kennedy from Resident Evil 2 Remake and use Zbrush and Max to give him a futuristic makeover.
As with all Arrimus 3D courses, new videos will continue to be added along with new sections, so you receive over thirty seven hours of content and then much more in the future.
Final Fantasy 7 Remake, Resident Evil 4 Remake. Super Mario RPG Remake, Ocarina of Time 3D, Shadow of the Colossus, Crash Bandicoot, Spyro the Dragon, System Shock, Doom, and much much more. Remakes, reboots, remasters are hot and on the rise. And now with Nvidia’s RTX Remix it’s faster and easier than ever to insert your remade models into games.
Whether you’re a beginner or a seasoned pro, I believe this course can benefit you by showing the refined techniques I use to remodel and redesign game assets, from very low-poly older assets to newer ones as well.