
Clean up the viewport by hiding panels and the view cube; maximize space with the W shortcut and set up quick modifiers like turbo smooth, cemetery, shell, and UVW map/unwrap.
Reference images are available as downloadable resources
Organize reference planes by creating front, back, top, and bottom layers and assigning objects, delete alignment box, disable the grid, show the ribbon, and ensure each layer has one object.
Build a low-poly camera dial by aligning to a reference image, punching a hole with booleans, adding knobs, and refining with imprints, vertex edits, and snap-based alignment for high-poly work.
Learn to model a low-poly camera by cutting a window through the body and a viewfinder hole, clean up geometry with edge-loop removal, snapping, and bridging.
Model a low-poly camera dial by forming cylinders, extruding and shaping edges, detaching components, and applying a shell modifier with x ray material to create a window, aligned to reference.
Finish the low-poly camera by adding side viewport windows and glass lens, aligning parts with the camera, cloning high-poly materials, and separating transparent glass components for a clean low-poly render.
Build a detailed button and clip in a high-poly prop model by detaching faces, adding loops, and applying turbo smooth for crisp highlights.
Create the high poly knob by adding support loops, extruding the lip, applying turbo smooth, and shading a shiny metal material; align pivots and copies for symmetry, following the reference.
Create a hyperbolic prop by modeling a high-poly camera knob, adding edge loops and divots, and using texture helpers and color variation to prepare for normal maps.
UV Checker map is available as a downloadable resource
Continue UV unwrapping with unfold versus flatten by polygon angle. Apply planar projection, then refine with peel and quick peel to reduce distortion, and align to edge for better packing.
Apply uv unwrapping techniques to game props by using help mapping, seams, pelt map, relax, straighten, and unfold with pack to create a clean, even texture layout.
Learn to unwrap models with UV unwrapping, seams, and pelt mapping, adjust edges for a clean normal map, and use unfold mapping and quick pack for efficient textures.
Master advanced UV unwrapping techniques to unwrap, unfold, and pack videogame prop geometry, ensuring clean seams, minimal distortion, and uniform tiling in the main UV space.
Texture the camera prop using fill layers, masks, and UV chunk fills; adjust color to black, roughness and metallic values, refine with color selection, blur, and levels to reduce aliasing.
Master practical texturing and rendering by adding small knob ridges, a red detail line, and a light sensor using color mapping, masks, height adjustments, and material tweaks.
Create a curved window texture in Photoshop by tracing a reference with shapes and paths, filling and colorizing, then exporting for Substance Painter.
Add a white fill layer on the bottom layer to restore ambient occlusion and reappear colors during render in Substance Designer 7.4.
- In this course, students will become familiar with all of the fundamentals used to create high-quality videogame props.
- All aspects of the creation process will be covered, everything from creating the low-poly model all the way to rendering a final image.
- Specifically, we will be covering the following processes in depth:
- Creating the low-poly model using reference images within 3DS Max
- Creating the high-poly model using 3DS Max
- UV unwrapping the low-poly model using 3DS Max
- Baking the Normal map using the high-poly model in Substance Painter
- Baking ambient occlusion, thickness, material ID, and curvature maps in Substance Painter
- Texturing in Substance Painter
- Rendering in iRay within Substance Painter
- Various tools and techniques of model creation and texturing will be explored. A strong emphasis is placed on using different techniques to approach similar modeling problems as a means to teach students as many different techniques as possible.
- Time-saving techniques will be explored, such as setting up hotkeys, customizing the interface, and utilizing scripts to accomplish complex modeling tasks quickly.
- By the end of this course, students will have a solid understanding of how to create high-quality videogame props and will be able to apply that knowledge to the creation of their own 3D models.