
Learn navigation in 3ds max by creating a reference box, panning, zooming, rotating, and refocusing with Z, using the Create and Modify tabs and hotkeys such as F4.
Master viewport navigation and hotkeys, convert a primitive to editable poly, and use vertex, edge, border, polygon, and element modes with move, rotate, and scale gizmos.
Clean up the interface and set up hotkeys, switch the material editor to the standard material, and apply Mac's legacy defaults for faster loading, with a restart to apply changes.
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.
Install rapid tools and text tools in 3ds Max, customize the user interface, and set hotkeys for rapid Q cap, regularize, and swift loops to speed navigation and modeling.
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.
Block out the body of a low-poly camera by creating a cylinder on the low layer, converting to editable poly, refining with vertices and extrusion, and using an x-ray material.
Create a low-poly camera piece from a cylinder. Convert to editable poly, bridge the front and back polygons, and apply an x-ray material.
Create a high-poly version of the low-poly viewfinder cylinder, block in a green, shiny metal strip with material mapping, bake textures, and align both models in the same space.
Build a low-poly camera by modeling front and back cylinders with editable poly tools (connect, bridge, extrude, inset, snap) and precise pivots, then duplicate for high-poly materials.
Continue low-poly camera modeling by creating back and front cylinders, selecting edges, and bridging a hole for a refined button. Duplicate to a high-poly version and organize into layers.
Create a low-poly object with a plane primitive, cemetery modifiers, and shell adjustments, detach a clone, align edges, and apply a high-poly normal map from a reference image for texture.
model a low-poly shutter release button in 3ds Max by creating a hollow cylinder, inserting a hole, extruding and bridging edges for a clean portfolio-ready form.
Model a low-poly camera knob in 3D Studio Max by assembling rotating rings, a center button, and a stationary housing, using detaching, extruding, and pivot centering.
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.
Create a low-poly dial by matching a 48-sided cylinder to its high-poly form, using precise edge loops, bridging, caps, and quad conversion, then copy to the high-poly layer.
Create a low-poly camera housing by sculpting two-part geometry, adding edge loops, extruding faces to form the viewfinder window, and aligning geometry with front and top reference planes.
Define the base camera and craft a detailed low poly by chamfering edges, refining topology with quads and swift loops, preparing for high-poly modeling.
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.
Create a low poly camera lens by drawing a profile line, using the lathe modifier, then converting to an editable poly with bevels and a diffuse bitmap.
Finish the low-poly camera lens by modeling with reference planes, using dart loops and bridge operations, detaching parts into independent objects, and refining with local aligned coordinates and edge constraints.
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.
Hide reference planes, cap the bottom, and create back and front with a cylinder (about 18 sides) using an x-ray material for the low-poly camera, preparing for the high-quality version.
Build a high-poly version of the front piece by adding support loops and rounding edges with swift loop and connect settings, aligning to the low-poly model to prevent baking errors.
This lecture demonstrates high-poly camera knob and lever topology, beveling, and applying a shiny metal material with a green accent. It guides you through adding support loops with insets, turbo smooth and swift loops, set flow, and careful extrusion to preserve sharp edges and clean topology.
Learn to model high-poly screw and related parts using quad workflows, pro boolean imprint, turbo smooth, and edge loop techniques for rounded, game-ready props.
Build a detailed button and clip in a high-poly prop model by detaching faces, adding loops, and applying turbo smooth for crisp highlights.
Transform a simple cylinder into a high-poly knob by adding edge loops, carving slots, snapping pivots, duplicating around a circle with precise rotation, and applying turbo smooth.
Finish a high-poly prop by welding vertices, deleting internal faces, and bridging to create quads, then duplicate three rotated segments with a cemetery modifier and apply turbo smooth.
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.
Refine the high-poly camera knob by adding notches, adjusting grooves, extruding metal sections, and baking a color id map using ProBoolean intersection.
Master high-poly camera modeling by adding notches, applying shiny silver materials, and refining edge highlights with loops and extrusions; create twelve evenly spaced segments with 30-degree rotations.
Detach as a clone, add notches to the lens, extrude with polygon mode, apply turbo smooth, adjust local normals, add support loops, and assign color for a high-poly camera.
Create a high-poly light sensor window with a honeycomb pattern using editable poly, slice plane and edge loops, then turbo smooth and prep a low-poly version.
Model a high poly camera bezel by crafting a 22-sided cylinder, matching a reference plane, adding edge loops and inserts, then attach and refine with cemetery and turbo smooth modifiers.
Master a high-poly camera prop by building with editable poly, using shell and turbo smooth modifiers, mirroring, extruding, bridging, and vertex matching for a precise symmetric model.
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.
Apply a high-poly workflow to finalize the camera body, adjust topology with loops for support, switch between high and low poly layers, and prepare for unwrapping and texturing.
Create a small red indicator for the camera window by modeling a low-poly box, aligning it to the housing, then add roundness with the main support loops and turbo smooth.
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.
Apply uv unwrapping techniques using pelt mapping and seams to create efficient uv islands, balance texture space and distortion, and optimize game prop textures for various platforms.
Master uv unwrapping techniques for video game assets, prioritizing distortion-free text areas, controlled seams, and efficient layout using unfold, pelt mapping, and cylindrical projection.
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.
Finalize the UV unwrap by selecting visible objects, packing UV islands with padding, and aligning islands for consistent textures and tiling before baking normal maps.
Learn to unwrap the glass by applying a planner map on the correct axis, adjust padding, fill holes, rotate clusters, and reassign the camera_glass material for export.
Triangulate models for game engine export and use tools to assign smoothing groups to each UV island, ensuring clean texture baking before exporting to Substance Painter.
Export low poly and high poly assets, convert to editable poly, unwrap, and bake normal maps and a color ID map in Substance Painter for accurate texture results.
Bake ambient occlusion along with world space curvature, position, and thickness maps from high to low poly models; adjust output size for quality and performance, then preview results.
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.
Apply the iron powder coated material to the model and organize black layers. Adjust flake intensity and scale, refine roughness, alter the environment lighting, and mask to reveal highlights.
Apply texturing and rendering techniques to build a grippy camera surface by layering materials, masking brick pattern height details, adjusting normal maps, and adding dirt variation for realism.
Learn to texture and render a camera prop by enabling an opacity channel, switching to an alpha blending shader, and painting dirt and scratches for realistic glass.
Learn to add subtle details to a game model by creating film layers, applying masks, and adjusting color, roughness, and ambient occlusion for realistic texturing and rendering.
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.
Place metallic and black screws on a prop by using a regular layer, adjusting metallic, roughness, height, and color channels, then use orthographic mode for precise placement.
Fine-tune a game prop by adding micro details, dust, and grunge with smart materials and masks, adjust color and roughness, and paint wear for Photoshop-ready text options.
Demonstrate texturing and rendering in Substance Painter by adding text to a metal surface, testing font and height, with masking, and noting spacing limits and Photoshop use.
Learn to texture and render by exporting a normal map from Substance Painter, using a 3ds Max UV template in Photoshop to align detail on a ring and dial.
Apply a normal map and bump map in 3ds Max to texture a knob, overriding gamma. Overlay reference photos in Photoshop, then type on a path and unwrap UVs.
Create a curved window texture in Photoshop by tracing a reference with shapes and paths, filling and colorizing, then exporting for Substance Painter.
Learn hands-on texturing and rendering techniques by composing and masking text in Photoshop, integrating ambient occlusion, and exporting textures for Substance workflows.
Explore creating a metallic sticker texture in Photoshop, generating color, metallic, and mask maps, then import them into Substance for layering, adding wrinkles, and preparing for rendering.
Add a white fill layer on the bottom layer to restore ambient occlusion and reappear colors during render in Substance Designer 7.4.
Render a textured prop by selecting a strong angle and adjusting clear color and exposure. Apply post-process effects and tune render settings for a crisp final image.
- 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.