Professional Video Game Art School
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Don't waste $200,000 on video game developer school and spend your life paying back student loans when you can get the same level of training with this course.
Calling All Video Game Addicts
If you love playing games, then you may be perfect for the game development industry. Did you know that video game developers make $76,000 to $112,000 per year doing what they love?
If you think you have what it takes to break into the game development world, then look no further. Your own college experience is within this course.
What You Will Learn
In this course, you will learn the basics of 3ds Max game development software, as well as how to use it to create real life projects. You will be introduced to video game art, animation, 2D and 3D modelling, layout and design as you become a well rounded game developer and game artist without going to game developer school.
This is the complete Game Development course, designed to take an artist from the beginning stages of traditional drawing through a completed studies of the skills and training to become a Professional Video Game Artist.
Software Used (Older Software)
Please note that while the content of this course is still very relevant, the software used is older. Students learning with the most updated versions of Photoshop and 3ds Max will find that tools have moved to new locations in the software due to multiple updates over the years.
1. 3ds Max 2010
2. Photoshop CS3
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Certificate of completion.
|Section 1: Introduction & Setting Up 3DS Max|
Autodesk Student Software DownloadPreview
|First, let's set up your 3ds max preferences to prepare for what's to come.|
|Introduction to the material editor|
|Let's configure our modifiers.|
|Lecture 5||3 pages|
|Learn about the 3ds max interface and workflow basics.|
|Section 2: 3DS Max Basics|
|Getting started with Polygon Modifiers.
You can download the assets used in this section here.
|Editing polygons using soft selection|
|How to edit your setup properties|
|How to begin working with geometry|
|You can use matID to smooth items in groups.|
|Paint deformation can be used in many creative and interesting ways.|
|Learn the basics of unwrap modifiers. Very important.|
|Basics of spherical mapping types and the unwrap modifier.|
|Introduction to the materials editor|
|Section 3: Basic 3D Modeling - Crates|
Notice to Students
|Download the source files for this section here.|
Reference and Setup
Modeling a Crate
Unwrapping an Object
Creating a Bump Map
Create an Exploding Crate
|Section 4: Basic 3D Modeling - Barrels|
Texture Part 1
Texture Part 2
Texture Part 3
|Section 5: Basic 3D Modeling - Tables|
|You can download the source material for this section here.
Texturing Part 1
Texturing Part 2
Texture Part 3
|Section 6: Creating a Catapult|
Modeling Part 1
Modeling Part 2
Modeling Part 3
Modeling Part 4
Modeling Part 5
Texturing Part 1
Texturing Part 2
Texturing Part 3
Texturing Part 4
Texturing Part 5
Rendering Your Catapult
|Section 7: Creating a Catapult and Castle Scene|
Introduction to 3ds Max Scripting
Setting Up the Terrain
Animation and the Castle
Starting Your Render
Finishing Your Render
|Section 8: Photoshop For Artists|
The User Interface
The Menu Explained
The Filter Gallery
Creating Vanishing Points
History and Actions
Layer Comps and Notes
Brushes and Cloning
Channels and Paths
|Section 9: Creating Seamless Textures|
Creating Seamless Textures Part 1
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Chad Walker is a computer game artist, comic book illustrator, author and instructor. He has worked for Ensemble Studios, where he help design and create the award-winning “Game of the Year” Age of Kings for Microsoft, the Age of Conquerors x-pack and Age of Mythology. After that Chad produced the artwork of two Strategy guides for Age of Kings and Age of Conquerors. Chad left Ensemble Studios in 2000, to pursue work in the comic book industry, which lead him to Rob Liefeld founder of Image comics and Awesome Entertainment. Chad illustrated the artwork on Prophet, Youngblood Genesis and Youngblood Imperial, for Awesome Entertainment. Additional comic books include Childhood and Shadow Warriors. He is also the Co-Author of Game Modeling using Low Polygon Techniques, published by Charles River Media. The book has been selling strong for the past five years and translated in to Korean. Also, Co-Authored 'Making a Game Demo' for Wordware in 2005, which is being use at the Guildhalls game program. Chad has also written articles for Gamasutra, an online computer-gaming magazine. Chad went back to the world of computer gaming and contributed in creating the concept art, 3D modeling, texturing and animation for Battle Cruisers 3000 A.D., Blood Rayne I, Blood Rayne II, Blowout and Remission. During that time he developed a 12-month college course covering the basics of drawing for Education To Go, which is an online college course provider through Cengage Learning. The course was released in December of 2002 and has already provided over 4,000 students from 1,600 universities in the U.S. and around the world the opportunity to become skilled at Fine Art. Chad assisted in the development of the SMU Game Development Art course at the Guildhall, which is where he currently resides in work. In addition to Art and teaching, Chad is also a very competent C++ and MaxScript Programmer. :)